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CPnfRIGHT DEPOSIT. 



Bridge 


that Wins 




BY 


A. R. 


METCALFE 




\\ 


With Thirty Illustrative Deals 




3 3 
O 3 3 

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CHICAGO 


J. N. 


HATHAWAY 


156 WABASH AVENUE 1 




1905 



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LIBRARY of CONGRESS 
Two Copies riec«<v«u 

MAY 1 iy05 

Copyrignt trntry 

CLASS ^O- AAC N« 
COPY B. 



Copyright, April, 1905 

BY 

A. R. METCAI.FK 

CHICAGO ^ 



BRIDGE THAT WINS 

Bridge originated in Constantinople about 
1870, and has become probably the most popular 
of all indoor games. 

The game is played by four players, the full 
pack of cards being used and the cards taking 
rank as in whist. 

The players must cut for the deal and the 
player cutting the low^est card wins, the ace 
being the lowest. 

The dealer must either declare the trump or 
request his partner to do so. If the make is 
passed the trump must be named by the partner. 
Thirty points constitute a game, iDUt all points 
over thirty in a game are counted. Two games 
won out of three constitute a rubber, and the win- 
ners of a rubber add 100 points to their score. 

In addition to the points scored for game and 
rubber there is an honor score, which is kept 
separately. At the conclusion of a rubber, to ar- 
rive at the result, the sum total of the points and 
honors scored by losers is deducted from the sum 
total of the points and honors scored by the 
winners. 

START OF THE PLAY. 

After the trump has been named by the dealer, 
or his partner, the leader says: ''May I play. 



BRIDGE THAT WINS. 



partner?" or ''I double." If the first, his partner 
may say: 'Tlay," or ''I double." Doubling 
makes the value of each odd trick twice that of 
the original declaration. After having doubled, 
the player who named the trump may redouble 
or pass, and if the latter, his partner has the 
privilege of doubling, and this operation may be 
continued indefinitely. The honor score cannot 
be doubled. 

After the first card has been played in any deal 
the dealer's partner lays his cards face upward on 
the table, and thereafter has no part in the game 
except that he may prevent his partner from 
revoking, or the adversaries from exacting any 
penalty in error. 

When a suit is named the five highest cardB of 
that suit are the honors ; at no trump aces only 
are honors. 

When a trump is declared a player holding 
no trumps is chicane, but may not claim it until 
the deal has been played. 

A side winning twelve tricks in a deal scores a 
little slam ; a side winning thirteen tricks in a deal 
scores grand slam. 

The following table shows the value of each 
odd trick at any declaration and also the value of 
the honors which accrue to the players holding 
them : 



When there are no trumps : 

Each trick above six counts 12 

Three aces count 30 

Four aces count 40 

Four aces in one hand count 100 



BRIDGE T-ELAT wins. 3 

Dia- 
When trumps are Spades Clubs monds Hearts 

Each trick above six counts 2 4 6 8 

Three honors count.. 4 8 12 16 

Four honors count. . . 8 16 24 32 

Five honors count.. . . 10 20 30 40 
Four honors in one 

hand count 16 32 48 64 

Four honors in one 
hand and fifth in 

partner's count ... 18 36 54 72 
Five honors in one 

hand count 20 40 60 80 

Chicane counts 4 8 12 16 

Grand slam counts 40 

Little slam counts 20 

It is much better to have the score kept by one 
player on each side. Where but one score is kept, 
however, it should always be left upon the table 
in plain view of all the players. 

A simple method of scoring is shown by the 
illustration following : 



A & B 



C & D 



Tricks 


Honors 


Tricks 


Honors 


6 




36 


12 
30 


24 

12 


32 

4 

12 


2 








32 


32 

100 


42 


48 
42 

80 


70 


174 
70 

244 

80 

164 



It will be 
unnec- 
essary 
to write 
the 
words 
tricks 
and 
honors, 
and any 
paper 
which 
is con- 
venient 
may be 
used. 



BRIDGK O^HAO^ WINS. 



Bridge should not be played without a stake, 
even by beginners; on the other hand, there are 
many reasons why a stake should not be high. In 
cutting for partners, one who never draws a 
poorer partner than himself obviously should not 
play for a large sum. All players, except the 
worst, must occasionally have partners either of 
less experience or less ability than themselves, 
and one-fourth of the time remain idle and watch 
games and perhaps rubbers thrown aw^ay by the 
bad play or poor declarations of their partners. 

At such times one should avoid criticism, and 
particularly any exhibition of temper. 

Not only is this important as a matter of eti- 
quette, but from pure business reasons. An in- 
dififerent or inexperienced player who is called to 
account for each of his mistakes is certain to be- 
come more or less confused, until he is no longer 
able to do himself justice. 



BRIDGE THAT WINS. 



THE DECLARATION. 

Above everything else, results at bridge depend 
upon the declaration. After an experience of many 
years the writer believes in greater freedom in no 
trump declarations than is recommended by any 
text book now in use; in this opinion he is sup- 
ported by the best players of his acquaintance, all 
of whom have been weaned from the old methods 
during the last two or three years. Any expert 
bridge player must bear witness that at no trump 
the dealer easily has a great advantage in play 
over his adversaries ; while with a declared trump 
the reverse is true. This is largely due to the fact 
that with a declared trump the adversaries get in 
their tricks as rapidly as possible and neglect no 
opportunity to ruff each other and destroy the 
good cards held by the dealer in the plain suits. 

At no trump, on the contrary, it is 'imperative 
that the adversaries must attempt a long suit, 
and if the dealer is a skillful player he can keep 
them in ignorance of the strength which they hold 
between them until too late for them to profit by 
the knowledge. 

GOOD RULE TO FOLLOW. 

One guiding rule should be borne in mind by 
all players of bridge : 

The dealer should never make a declaration un- 
less he may reasonably expect to win the game on 
that deal. 



BRIDGE THAT WINS. 



To paraphrase an ancient whist adage, ''When 
in doubt, declare no trump." 

The dealer's chances at no trump declaration 
are much better when the strength is divided be- 
tween dealer and dummy. As the dealer's hand 
is weaker, so he has a perfect right to expect 
dummy's hand to be stronger. 

In estimating the value of a hand, players 
should not lose sight of the secondary cards, such 
as tens, nines and eights, which usually take sev- 
eral tricks in each deal and materially assist the 
honors. 

DEALER SHOULD DECLARE NO 
TRUMP. 

The dealer should declare no trump when hold- 
ing three aces, except when also holding four 
honors in hearts or a hand with which game may 
almost certainly be won at hearts or diamonds. 
Thus, with hearts, ace, jack, deuce ; spades, seven, 
four ; diamonds, ace, king, queen, nine, six, four ; 
and clubs, ace, seven ; with the score twelve or 
more, the dealer should declare diamonds, being 
almost certain to win game at that declaration. 
With a score of less than twelve he should de- 
clare no trump. 

When holding two aces and another suit pro- 
tected. Example : Hearts, ace, ten, four ; spades, 
queen, jack, nine, deuce; diamonds, ten, six, four; 
clubs, ace, nine, trey. 

When holding one ace and two protected suits 
and a hand equal to the average. Example: 



f 



BRIDGK I^HAT WINS. 



Hearts, king, ten, deuce ; spades, ace, nine, trey ; 
diamonds, king, jack, eight, four; clubs, five, six, 
seven. 

When holding two suits headed by ace, king. 
Example : Hearts, ace, king, six, deuce ; spades, 
ace, king, seven ; diamonds, ten, four, three ; clubs, 
six, four, deuce. 

Should the heart suit contain five or more, a 
heart declaration is preferable to no trump, in the 
last-named example. 

When holding an established suit of five or 
more cards and an ace or a guarded king. Ex- 
ample : Hearts, king, four, deuce ; spades, ace, 
king, queen, jack, five ; diamonds, ten, four, deuce, 
clubs, three, two. 

When holding king, queen or king, jack of 
every suit, without any aces. 

On the rubber game the dealer should declare 
no trump when holding an established black suit 
of six or more, regardless of weakness in the 
other suits. 

The dummy should declare no trump under the 
same general rules as those laid down for the 
dealer, except that he should place less value than 
the dealer on such suits as king and one or two 
small, or queen and two small cards, as the ex- 
posure of such suits robs them of half their 
strength. 

No trump must always be declared by either 
dealer or dummy, regardless of the score, when 
holding four aces. 

In desperate situations, such as a score of — 24 
on the rubber game, or when opponents have won 



BRIDGE O^HAO^ WINS. 



the first game and have a large start on the sec- 
ond, no trump may be declared when the hand 
seems to afford any possibility of winning the 
game from such a declaration, as in the instances 
below given : 

Spades, king, queen, jack, six, four, deuce; 
hearts, trey, deuce ; diamonds, ace, queen, six ; 
clubs, trey, deuce. 

Spades, ace, queen, jack, four, trey, deuce; 
hearts, king, four, deuce ; diamonds, trey, deuce ; 
clubs, trey, deuce. 

Such hands as the above contain a large num - 
ber of possible tricks. 

No trump should never be declared, however, 
from hands such as the following : 

Spades, ace, four, trey, deuce ; hearts, king, 
trey, deuce ; clubs, king, trey, deuce ; diamonds, 
jack, trey, deuce. 

Such a hand is worth very little under any cir- 
cumstances. Desperate no trump declarations 
never need be absurd. 



BRIDGE THAT WINS. 



HEART DECLARATION. 

The dealer should declare hearts : 

When holding four or five honors regardless of 
the score, unless he should also hold four aces. 

When holding six hearts with three honors. 

When holding six hearts with two honors, one 
of which is king or ace. 

When holding seven or more hearts with one 
honor. 

When holding five hearts with two honors and 
a good five-card suit. 

When the score is fourteen or more, in addi- 
tion to the examples given above, the dealer 
should declare hearts : 

When holding six hearts with two honors. 

When holding five hearts with two honors, one 
of which is king or ace. 

When holding four hearts with three honors, 
one of which is king or ace, and two tricks in the 
other suits. 

The rules for heart declaration for the dummy 
are the same as those for the dealer except that 
dummy is sometimes forced to make the heart 
declaration from hands which dealer would pass. 
It is usually unwise, however, for dummy to de- 
clare hearts with a holding of five weak trumps 
and not much strength in the plain suits. 

When the score is 22 or 24, either dealer or 
dummy should declare hearts when it seems rea- 
sonable to expect the hand to take four tricks. 



10 bridge: that wins. 

Examples : Hearts, ace, queen, ten, deuce ; 
spades, ace, king ; diamonds, nine, six, four ; clubs, 
jack, six, four, deuce. 

Hearts, king, queen, jack, four; spades, king, 
seven, six ; diamonds, six, four ; clubs, queen, jack, 
four, deuce. 

DIAMOND DECLARATION. 

Dealer should declare diamonds when holding 
four or five honors unless the score is desperate 
and there is a good chance of winning game at a 
no trump declaration. 

Dealer should never declare diamonds except 
when holding four honors unless there is a fair 
probability of winning the game on the diamond 
declaration. 

Dummy must sometimes declare diamonds 
when his hand will not warrant a no trump dec- 
laration and there is a probability of scoring the 
odd trick at diamonds. 

Example: Hearts, king, jack, four, deuce; 
spades, queen, ten, trey; diamonds, king, jack, 
nine, seven, deuce ; clubs, four. 

Dummy should not declare diamonds, however, 
from such hands as the following : Hearts, king, 
trey, deuce; spades, jack, six, four; diamonds, 
jack, eight, six, trey, deuce; clubs, seven, six. 
Spades should be declared from hands like the 
last-named unless the score is 24 or more. 

Dealer should declare diamonds at the score of 
love-all : 

When holding four of five honors and not 
having three aces. 



BRIDGE THAT WINS. 11 

When holding seven or more diamonds with 
at least one honor and some strength in plain 
suits. 

When holding six diamonds with two honors 
and a strong five-card suit. 

Example: Diamonds, ace, jack, nine, seven, 
four, deuce ; spades, king, queen, jack, nine, four ; 
hearts, deuce ; clubs, deuce. 

It is obvious that with such hands as the above, 
or similar ones, there is a fair chance to win game 
with diamonds trumps. When the trump suit is 
only headed by the jack or queen, however, the 
hand is greatly weakened. 

When the score is twelve or more dealer or 
dummy should declare diamonds: 

When holding six diamonds with three honors. 

When holding five diamonds with two honors 
and a good five-card suit. 

When the score is 18 or more dealer or dummy 
should declare diamonds. 

When holding six diamonds with tw^o honors. 

Examples : Diamonds, queen, ten, eight, seven, 
four, deuce; spades, king, jack, four; hearts, 
queen, ten, four ; clubs, seven. 

When holding five diamonds with .two honors, 
one of which is ace or king, and fair strength in 
the plain suits. 

When the score is 24 or more dealer should 
declare diamonds when holding four or five, if 
the hand seems reasonably certain to take at least 
four tricks. Dummy should declare diamonds at 
this stage if his hand seems certain to take three 
tricks. 



12 BRIDGE TUAT WINS. 

Under no circumstances should dummy declare 
diamonds from such a hand as the following : 

Hearts, ten, eight, four, deuce ; clubs, queen, 
eight; spades, ten, nine, eight; diamonds, king, 
ten, four, trey. 

There are many precepts used by bridge play- 
ers which are a snare to the unwary. One of 
these is that when the dealer passes the make, 
having a score of 24 or better, he calls for his 
partner to name the best suit which he (dummy) 
has. Within certain limitations this is all right, 
but when applied to such cases as the above, 
which are frequent, it at once becomes foolish. 
Trying to win the game with such cards should 
almost invariably give the game to the oppo- 
nents. 

BLACK DECLARATIONS. 

Dealer should never declare spades nor clubs 
unless two or three odd tricks will win the game 
and the hand seems strong enough to secure 
them. 

When dummy is forced to name the trump and 
his hand does not warrant a no trump or red 
declaration he should always declare spades, un- 
less holding five or more clubs, with some 
strength either in the trump suit or in the other 
suits. 

Clubs should never be declared from hands like 
the following : Hearts, ten, seven, trey ; spades, 
six, four ; diamonds, ten, six, four, deuce ; clubs, 
king, jack, three, two. From such a hand dummy 
must declare spades. 



BRIDGE THAT WINS. 13 

The tendency of all beginners at bridge is to 
declare hearts or diamonds whenever they see a 
hand containing five or more of either of those 
suits. It is especially hard, when holding the 
dummy hand, to declare spades when holding 
only two or three of that suit, and perhaps a five- 
card red suit. 

One of the most expensive declarations ever 
made was from the following hand: Hearts, 
nine, six, five, trey, deuce; spades, king, jack, 
ten ; diamonds, ace, king ; clubs, ace, jack, nine. . 

The make was passed and the dummy, who held 
the above hand, declared hearts instead of an- 
nouncing no trump, as he should have done. 
Dealer and dummy had won the first game and 
at no trump would easily have gone out. The 
heart make was doubled and the opponents won 
the game, besides holding 64 honors, and event- 
ually won the rubber, the unwise declaration 
actually costing over 900 points. 

Another expensive declaration was from the 
following hand: Spades, jack, four; hearts, 
seven, six, trey ; clubs, nine, four ; diamonds, nine, 
eight, six, five, four, deuce. From this the 
dummy, to whom the make was passed, declared 
diamonds, when he should unquestionably have 
declared spades. 

It is difficult to teach beginners to declare 
spades as frequently as they should. Some wag 
has said that most players lack nerve enough to 
declare spades. Certain it is, however, that when 
the opponents obviously hold stronger cards than 
your partner and yourself, you must make the 
deal as inexpensive as possible. 



^1 BRIDGE THAT WINS. 



It sometimes occurs that the proper declaration 
tor dummy is spades, even though he has no card 
m that suit. 

Example: Hearts, nine, seven, six, five, two • 
ckibs, nme, eight, four, three ; diamonds, nine 
eight, four, three. 

While such a hand might take one or two tricks 
at a club declaration and could take none at 
spades, It should always be remembered that at a 
score of love-all, the adversaries cannot win game 
at a doubled spade, while at a doubled club this is 
not the case. 

PLAY TO PROBABILITIES. 

The player is certain to win in the long run 
whose declarations and play are in accordance 
with the probabilities. When you hold but one 
honor in any suit there are eighty-two chances 
m a hundred that your partner will hold one or 
more honors, forty-one chances that he will hold 
two or more, nme chances that he will hold three 
or more, and one chance that he will hold all four 
honors in that suit. 

When you hold two honors in a given suit the 
chances for your partner's holding remaining 
honors are seventy-two in a hundred for one or 
more, twenty-five in a hundred for two or more 
three in a hundred for all three. 

When you have three honors in a suit there are 
htty-six chances in a hundred of your partner 
hoxding one or more, and ten chances in a hun- 
dred that he will hold both the remaining honors 
Most players are apt to doubt the recognized 



BRIDGE THAT WINS. 15 

authorities on the game when they have been 
particularly fortunate or unfortunate with dec- 
larations of a certain character three or four 
times in sequence. At no game is it so unsafe to 
create rules as the result of a few deals' ex- 
perience as at bridge. 



16 BRIDGE 'tHAO' WINS. 



DOUBLING. 

The most dangerous pitfall at bridge, for ex- 
perienced players as well as beginners, is the 
temptation to double. Perhaps the next greatest 
pitfall, although not nearly so deep as the first, 
is timidity in doubling. 

The rules for doubling, as given by most au- 
thors, are as follows: 

Double the make: At no trumps, when you 
have six sure tricks and a probable seventh ; at 
spades, when holding four tricks and a probable 
fifth ; at hearts, diamonds, or clubs, when having 
five tricks and a possible sixth. 

These rules do not cover the case, as players 
can seldom be positive which cards in their 
hands are certain to take tricks. 

A suit of three headed by ace, king, can usually 
be depended upon for two tricks. With four in 
the suit the second trick becomes doubtful, and 
when there are more than five in the suit it can- 
not always be depended upon even for one trick. 

On considering whether to double a make, very 
little importance should be given such suits as 
queen and two small cards; queen, jack and one 
small card, however, can usually be relied upon 
either to take a trick, or to prevent the dealer 
from securing a discard. 

The most important consideration in doubling 
is the score. When the odd trick will give you 
game, do not double except with seven or more 



BRIDGE THAI" WINS. 17 

absolutely certain tricks in your hand. When the 
odd trick means game to the dealer, but not to 
yourself, you are warranted in taking dangerous 
risks to raise the value of that odd trick. 

For instance, when the dealer declares hearts, 
the leader, holding ace, jack, ten, deuce of hearts, 
seven of spades, ace, king, ten, eight, six of dia- 
monds, and ace, jack, trey of clubs, should 
double, although it is extremely likely that his 
diamonds cannot be trusted for two tricks. 

Score, — 24; hearts declared by dealer, and 
leader, holding same hand as above, except that 
the club suit is ace, king, queen, should not 
double. 

The score love all and the dealer declares 
hearts; leader, holding hearts, king, jack, ten, 
five, spades, jack, five, diamonds, ace, jack, five, 
four, and clubs, king, queen, six, should double ; 
with the declaration at his left, however, he 
would not be warranted in doubling. 

Score love all and hearts declared: Leader, 
holding hearts, king, five, spades, ace, king, 
queen, five, diamonds, ace, queen, four, and 
clubs, ace, king, ten, six, should double whether 
the trump is declared at his right or left. With 
such a holding he should be able to prevent the 
weak trump hand from securing the lead at all, 
and be almost certain of winning a trick wnth 
the trump king. 

Score love-all and dealer declares hearts ; 
leader, holding hearts, king, jack, nine, seven, 
five, three, two, spades, ten, four, three, diamonds, 
five, and clubs, nine, three, should not double. 



18 BRIDGE THAT WINS. 

The number of his trumps is a snare, as the cards 
in the plain suits would be picked off at once and 
the leader forced to lead trumps two or three 
times. 

At no trump, suits of six or more headed by 
ace, king, queen, must be treated as established, 
although it sometimes happens that another 
player is able to win the fourth round, thereby 
blocking the suit. However, with a seven card 
suit headed by ace, king, queen, or a six-card 
suit of that character and the ace of another suit, 
leader should never hesitate to double at no trump. 
With less than seven certain tricks, however, it 
must always be remembered that the dealer is apt 
to have a long, established suit on his part. 

Pone should double a no-trump declaration 
with an established heart suit of six or more, or 
with the ace of hearts and another established 
suit of six ; or he should double holding six hearts 
which may be established in one round, and two 
re-entries in the other suits. 

Spade declarations are of two distinct kinds — 
those which are made by the dummy from gen- 
eral weakness and those which are made by either 
dealer or dummy when they hope to win game 
on that declaration. The latter, the opponents 
should be chary about doubling; the former and 
more common spade declaration is the one which 
it most frequently profits the adversaries to 
double when the score is not in question. 

Either leader or pone should double a spade 
declaration with hands equal to any of the fol- 
lowing : 



BRIDGE THAT WINS. 19 

Spades, queen, eight, four, deuce ; hearts, ace, 
king, four; ckibs, king, jack, trey; diamonds, 
jack, ten, deuce. 

Spades, ace, king, eight, four; hearts, queen, 
jack, trey; clubs, king, ten, deuce; diamonds, 
queen, four, trey. 

Spades, eight, four; hearts, ace, jack, six, 
deuce; clubs, ace, king, jack; diamonds, ace, 
queen, four, trey. 

Spades, king, ten, eight, four, two; hearts, 
jack,' four; clubs, king, queen, three; diamonds, 
eight, four, two. 

Jt is evident that players who ahvays win when 
they double must miss many opportunities and 
lose a great many more points in the aggregate 
than would result from an occasional double 
which went wrong. 

Timidity in doubling frequently loses games, 
although, of course, it is never responsible for 
such sensational losses as is overboldness. How- 
ever, players cannot expect to win who do not 
make the most of their opportunities. The follow- 
ing is a case in point : 

No trump was declared by dealer and pone 
doubled, of course, to secure the heart lead. The 
cards held by dummy were hearts, ace ; spades, 
queen, five, tw^o ; diamonds, ace, jack, three ; 
clubs, queen, jack, ten, seven, six, deuce. 
He did not redouble, his excuse being 
that pone might have a re-entry to bring 
in the heart suit. Such timidity is expen- 
sive. Knowing that the dealer was weak in 
hearts, dummy should have given him credit for 



20 BRIDGE THAT WINS. 

nearly all the missing honors in the other three 
suits. As it was, dealer scored a grand slam at 
24, but should have scored the same number of 
tricks at 48, the difference amounting to an aver- 
age rubber. 

When a spade make has been redoubled, the 
most important suit to consider is clubs. This is 
a feature of the game with which only a small 
proportion of experienced players are familiar, 
and therefore requires some explanation. 

Supposing dummy has declared spades, the 
leader doubles and either dummy or dealer re- 
doubles. With the ace and king of clubs, pone is 
safe in again redoubling, and if he has confidence 
in his partner may do so with two probable 
trick in the club suit, such as ace, jack, ten. With 
a weak club suit the leader would not double 
without some strength in trumps, so it is alto- 
gether unlikely the dealer can acquire the odd 
trick with trumps alone, and the leader must have 
the red suits securely under control. 

Almost invariably when disaster overtakes a 
player who has doubled a spade make, it is owing 
to the fact that the dealer or dummy is able to 
bring in a suit of clubs and trump the red suits 
on the first or second round. There is naturally 
little danger of dealer or dummy bringing in a 
long red suit on a spade declaration which has 
been doubled. 

When leader and pone have a score of 22 or 
24 and have not won a game, it is advisable to 
double spade declarations, if there seems a rea- 
sonable chance of winning, in order to secure 
the first deal on the next game. 



BRIDGE THAT WINS. 21 

If the dealer is 22 or 24, however, it is unwise 
to double spades, except with an unusually strong 
hand, including fair strength in the trump suit. 



22 BRIDGE THAT WINS. 



SUGGESTIONS FOR GOOD PLAY BY 
THE DEALER. 

First of all, the dealer should know how many 
tricks are necessary to win the game, study 
his own hand in connection with that of the 
dummy and plan his whole line of play to secure 
that number, if possible. He must also learn to 
revise his plans quickly during the progress of the 
deal should an unusual distribution of cards in 
the hands of the adversaries develop. 

RE-ENTRY CARDS NEED STUDY. 

Study carefully which hand has the greater 
need of re-entry cards, and when a trick can be 
won equally wetl on either side, preserve the card 
of re-entry where it will be most useful. Do not 
be in a hurry to extract trumps simply because 
you can do so. Unless you have a suit to bring 
in after trumps are exhausted, it is wiser to de- 
velop the suit first, or, if possible, to rufif the 
hand which is weak in trumps. 

When both hands are strong in trumps, how- 
ever, such as five in one hand and four in the 
other, it is always wise to take one or two rounds, 
as enough will be left for ruffing purposes, 
unless there is a good cross rufif in sight at the 
beginning. 

When holding king, queen and small cards in 
one hand and only two or three small cards of 
the suit in the other, always lead toward the king 



BRIDGE THAO^ WINS. 23 

and queen. If the first trick is held by the queen, 
abandon the suit until you can lead through the 
ace a second time. 

Holding queen and small cards of a suit in 
one hand and ace and one or more small cards in 
the other, avoid the suit, if possible, and encour- 
age the adversaries to lead it. When forced to 
play it, however, win the first trick with the ace 
and return, hoping to find the king at the right of 
the queen. 

In playing no trump hands it is profitable to 
bring in a long suit early in the deal, forcing the 
adversaries to ruinous discards. 

Conceal from them as long as possible the sec- 
ondary suit which you may also hope to make. 
The dealer, for instance, had declared no trump, 
and won the second round of diamonds, which' 
the adversaries opened. The dummy disclosed a 
five card suit of spades, of which the dealer had 
three, and these five tricks he immediately pro- 
ceeded to make. The other cards held by the 
dealer were as follows: Clubs, ace, king, jack, 
eight, six, three ; hearts, ace, four. Knowing 
that he must make two discards, the dealer should 
discard a club, in order to create the impression 
that he intends to play for the heart suit. 

His second discard, of course, would be the 
small heart, but in the meantime he is likely to 
have induced one or more discards of clubs. 

Again, the dealer has declared no trump, hold- 
ing the following cards : Spades, king, queen, 
jack, five, four, two; hearts, ace, jack; clubs, ace, 
five, three; diamonds, nine, seven. The leader 



24 BRIDGE THAT WINS. 

and his partner took the first four tricks with 
diamonds, exhausting that suit. The dealer 
should discard two small spades from his own 
hand, and either a small spade or club from the 
dummy, it being of the first importance to induce 
the opponents, if possible, to lead spades before 
taking out the ace of clubs. Should the club suit 
be divided between the adversaries, a spade 
would almost certainly be led. 

ALWAYS KNOW THE SCORE. 

It is impossible for one to become a success- 
ful bridge player who does not at all times keep 
himself fully informed regarding the score, both 
as to points and games. 

The dealer and his partner must know how 
many points they need for game and whether the 
advantage of position is with them or with the 
adversaries. As a general rule, be conservative 
when ahead and daring when behind, but take 
any reasonable chance that may possibly win in 
the rubber game. 

The leader and his partner must likewise know 
the score before the play begins, as the question 
of doubling usually hinges on the score more than 
upon any other consideration. After the play be- 
gins all the players must constantly bear in mind 
how many tricks are necessary to prevent the ad- 
versaries from going game ; and also how many 
are needed to secure game for themselves. 

A knowledg^e of the score wall save players 
from making risky no trump declarations when 



BRIDGE THAT WINS. 25 

the game could be easily won with a declared 
trump. 

One of the most important rules of bridge is to 
learn to acquire game when possible and not to 
consider additional points until it is impossible 
for the adversaries to prevent your securing the 
game. 

Tricks are not of equal value at bridge, as a 
few points lost at a critical time may make a dif- 
ference of several hundred in the result of a rub- 
ber. When the game is safe beyond question it 
is worth while taking long chances to secure a 
small or grand slam. 

i\t no trump it is nearly always best for the 
dealer to play immediately for the suit which is 
longest in the two hands combined. Preference 
should always be given to suits which are headed 
by a sequence, such as king, jack, and small cards 
in one hand, queen and small cards in the other. 
When ace, queen, jack, or king, jack, ten are held 
between the dealer and dummy, the lead should 
always be toward the tenace. 

At no-trump, if the dealer can only wnn one 
trick in the first suit opened, it is usually wise to 
refrain from winning it, if possible, until the part- 
ner of the leader plays his last card in that suit. 
This play should not be made, however, when 
there is another suit in which neither dealer nor 
dummy has any protection; nor would there be 
any reason for holding up, if dealer could see 
that he could take nearly all the tricks without 
finessing. 

When one of the opponents has an established 



26 BRIDGE THAT WINS. 

suit, of which his partner is void, dealer should 
always finesse, when possible, toward the latter. 
When there are nine cards in one suit held be- 
tween dealer and dummy, including ace and king, 
but not the queen, it is usually better to play the 
ace and king on the first two rounds. 



BRIDGE THAl^ WINS. 27 



SUGGESTIONS FOR GOOD PLAY BY 
THE NON-DEALERS. 

Original leads when no trump is declared: 

Ace is led — From suits of six or more, which are headed 
by A, Q, J, or by A, Q, and when you have a cer- 
tain re-entry. 

King is led — From A, K, Q and others. 
From K, Q, J and others. 
From A, K, J and three or more small cards. 
From A, K and five or more small cards. 
From K, Q, 10 and others. 
From K, Q and five or more small cards. 
From K, Q and two small cards. 

Queen is led — From Q, J, 10 and others. 
From Q, J, 9 and others. 

Jack is led — From A, Q, J and others. 
From J, 10, 9 and others. 

Ten is led — From K, J, 10 and others. 

Fourth best is led from all combinations not 
given above. 

There are two good reasons for leading the 
king from king, queen, and two others. The first 
is that your partner may be longer in the suit 
than yourself, and the other that the adversaries 
may be. After one round of such a suit it is 
frequently found better to play for some other 
suit. 

Original leads against a declared trump: 

Ace is led — From A, K only. 

From all combinations headed by the ace with- 
out the king. 



28 BrIdg:^ o^hao^ wins. 

King is led — From A, K and others. 

From K, Q with or without others. 

Queen is led — From Q, J, 10, with or without others. 
From Q, J and one. 

Jack is led — From J, 10 and others. 

Fourth best is led from all other combinations. 

Lead the top of a two-card suit. 

Lead the top of a three-card suit unless headed 
by king or queen. 

It is always best to lead from an ace-king suit 
against a declared trump if possible. Next in 
effectiveness is a king-queen suit, and after that, 
a singleton. 

It is considered bad play, and with some rea- 
son, to underlead an ace against a declared 
trump, although opinion on this question is not 
nearly so unanimous as formerly. Except as a 
last resort, however, do not open a suit consist- 
ing of ace and three small cards, as by so doing 
you are apt to establish good cards for one of the 
adversaries. 

Examples of opening leads against a declared 
trump : 

Hearts declared and leader's hand as follows: 
Hearts, jack, nine, four, two; spades, seven; 
clubs, queen, ten, six, four ; diamonds, ace, queen, 
nine, three. 

The four of clubs should be led; it is nearly 
always unwise to lead a singleton when holding 
four trumps, and equally unwise to lead from a 
suit headed by the major tenace. 

Hearts declared and leader's hand as follows: 
Hearts, seven, three, two; spades, seven; clubs, 



BRIDGE "TBiAT WINS. 29 

eight, six, five, two; diamonds, ja*ck, eight, five, 
four, three. 

The singleton spade should be led ; leader can 
take no tricks unless he ruffs the spade suit, and 
it is extremely improbable that pone unaided can 
prevent dealer from winning the game. 

Hearts declared by dealer and leader's hand as 
follows : 

Hearts, king, jack, eight, three; spades, seven; 
clubs, queen, five; diamonds, ace, king, queen, 
nine, six, two. 

Leader should open diamonds, and if possible 
ruff dealer at every opportunity. 

Hearts declared by dummy and leader's hand 
as follows : 

Hearts, seven, two; spades, ace, queen, nine, 
four; clubs, king, queen, nine; diamonds, ace, 
jack, nine, five. 

Leader should lead trumps, expecting his part- 
ner to lead up to the weakest suit in the dummy 
should pone hold the trump trick. 

Hearts declared and leader's hand as follows: 

Hearts, ace, three, two ; spades, seven ; clubs, 
ace, king, queen, nine, two ; diamonds, jack, seven, 
six, three. 

Leader should open with the singleton spade. 
Holding the ace of trumps the lead is perfectly 
safe, and he can run with his club suit later. With 
three indifferent trumps, however, the club suit 
should be started at once. 

Hearts declared and leader's hand as follows : 

Hearts, jack, seven, four ; spades, queen, six, 
four, two; clubs, jack, six; diamonds, ace, ten, 
five, two. 



30 BRIDGE THAT WINS. 

The jack of clubs should be led. If the club suit 
consisted of two small cards it would still be the 
proper suit to open in this case. 



RULE OF ELEVEN. 

The eleven rule, adapted from the game of 
whist, is used in connection with the lead of the 
fourth best card from all suits in which the leader 
has any combination from which to lead an honor. 

Subtract the number of the card led from 
eleven and the difference will represent the num- 
ber of cards held by other players than the leader 
which are higher than the led card. For in- 
stance : The seven of spades is led ; dummy has 
queen, nine, four ; you hold ace, ten, deuce ; the 
dealer cannot have any higher card than the 
seven, as the four above the seven are all in 
sight. 

Against a no-trump declaration a small card 
led should always be fourth best, and pone can 
reckon upon it absolutely. 

Against a declared trump, however, there is 
always the further chance that the card led may 
be a singleton or the top of a two-card suit. 

The lead of the fourth best has the further 
advantage of enabling the leader's partner to de- 
termine absolutely how many of the suit the 
leader held by the subsequent play of cards 
smaller than that originally led, each lower card 
proclaiming one more than four in the suit 
originally. 



BRIDGK THAI' WIXS. 31 

THE DISCARD. 

Discard from weakness or from the suit which 
you do not w^ant your partner to lead. This will 
be found in the long run a great trick winner over 
the discard from strength, which was formerly 
recommended by many good players. When it 
is evident that your partner is protecting one 
suit you are safe in discarding that if you have 
an honor to guard in another. 

When holding command of a suit — that is, the 
ace or the king behind an ace exposed by dummy 
— inform your partner as quickly as possible by 
the reverse discard — that is, playing an unneces- 
sarily high card and following with the smaller, 
such as a five followed by the trey. This enables 
your partner to discard from that suit with im- 
punity and to keep cards in other suits which 
may be trick winners. 

Above all things, avoid discarding a singleton, 
or the last card in any suit, because in so doing 
your partner's holding is immediately betrayed 
to the dealer when that suit is led. 

It is often wise also, when there is little pros- 
pect of your taking any tricks in the deal, to 
cling tenaciously to tw^o or three little cards of the 
suit in order to deceive the dealer into taking a 
finesse on the wrong side. 

Some authorities claim that the discard from 
strength should be used in bridge for the same 
reasons which make it advisable in whist. The 
fallacy of this is obvious when it is remembered 
that in whist the strongest suit card is always used 



32 BRIDGE THAT WINS. 

when the trump strength is declared against you, 
which cannot be the case when there is no trump. 
Also, in bridge your strongest suit may consist of 
only two or three cards from which you cannot 
discard except at a loss. 

USES OF REVERSE OR ECHO. 

The echo or reverse is a prominent feature of 
bridge, but many players find it perplexing, as it 
conveys different information under different cir- 
cumstances. 

It consists merely in playing an unnecessarily 
high card of a suit and a smaller card of that 
suit on a subsequent trick. Against a declared 
trump this means that the player using the echo 
can ruff the third round of the suit, the negative 
inference being that the player cannot rufif the 
third round if he does not echo. 

Cards above the ten must not be used in the 
reverse. For instance, a player holding jack and 
four only must play the four and then the jack, 
which will mark him out of the suit. Were the 
jack to be played first the leader would be cer- 
tain to lead low the next time, giving dealer a 
cheap trick. 

Against a no-trump declaration the echo has 
an entirelv different significance. In a general 
way it indicates command of the suit, usually the 
ace, but may be made by leader to indicate that 
he can beat any card of that suit exposed by 
dummy ; or it may be used by pone when hold- 
ing the king of a suit of which the ace is exposed 
by dummy. 



BRIDGE O^HAT wins. 33 

Another and an important use of the echo in 
no-trump deals, is to indicate strength in the 
suit which your partner is leading. For instance, 
suppose pone to hold a suit of queen, ten, seven, 
six, two. If leader should start the king or ace 
of that suit, pone should play the seven, and echo 
with the deuce on the next round, to show his 
partner beyond question that he had selected the 
right suit. This situation more frequently occurs 
when the leader has been forced to abandon his 
original suit, and is guessing at his partner's best 
holding. 

Not less important than the direct information 
thus given is the negative inference, which the 
deuce would give on the first round, which w^ould 
tell the leader to abandon the suit at once. 

There is no call for trumps in bridge. 

THE HEART CONVENTION. 

When no-trump has been declared and the 
player at the right of the dealer doubles, leader 
should open his hand with his highest heart. 

This is an arbitrary convention which is un- 
sound in principle, but has come into such general 
use that a knowledge of it is indispensable. 

The player who doubles declares either an es- 
tablished suit of hearts or the ace of hearts and 
another established suit. 

Many players do not use the heart convention, 
and a player should always know in advance the 
custom in this respect of the party in which he 
finds himself. 



34 BRIDGE THAI" WINS. 

After dummy's hand is exposed the play, of 
course, must be adapted to circumstances. 
Broadly speaking, you should aim always to lead 
through strong suits and up to weak suits. There 
are many exceptions, however, it being partic- 
ularly unwise to broach a suit w^hich you are 
liable to establish for dummy, to lead through 
suits in which dummy has a sequence, such as 
queen, jack, ten, or king, queen, jack; or to lead 
chrough suits in which dummy has a tenace over 
an honor in your ov/n hand. 

In most cases experience and what is known 
as card sense will soon correct your first mis- 
takes. 

LEADING TO TENACE. 

When the dealer is leading toward a tenace 
suit in the dummy the play of second hand is im- 
portant, if the missing honor be in that position. 

It is nearly always best to cover the jack or 
queen led with the king, the ace being shown at 
your left, except in the following instances : 

First — When one more trick means game to the 
dealer, and you know that he will refuse a finesse 
in any event. 

Second — When the king is several times 
guarded and there are only one or tw^o small 
cards with the ace. 

Third — When it is obvious that by covering the 
card led you establish the suit for the opponents. 
For instance, dummy has ace, jack, ten and two 
others of a suit; the queen is led by dealer, and 
you have king and two or three small second in 



BRIDGE THA'T WINS. 35 

hand. The best chance of stopping the suit is 
that dealer has no more to lead, and it is useless 
to cover. 

SUPPORTING CARDS. 

Covering supporting cards led with the queen 
second in hand is a play which is much more 
doubtful than covering with the king. Holding 
queen and one or two small cards of a suit, the 
king and small cards exposed at your left, and 
the jack led at your right, it is best to cover, as 
your partner may have the ten, and in any event 
the dealer will almost certainly pass the jack, and 
your partner's ace will be forced. 

With ace, king, and others exposed at your 
left, the jack led at your right, and your holding 
queen and tw^o others, it is useless to cover when 
there is a declared trump, as the dealer will not 
take the finesse, even if allowed to do so. 

At no-trump, however, if the dummy has 
neither the ten of the suit led nor any card of 
re-entry in other suits, it is best to cover, as 
dealer may otherwise finesse, and your only hope 
is that your partner may be able to stop the suit 
on the third round. 

Avoid leading away from a king when either 
the queen or ace of that suit is exposed by 
dummy. If the ace is held by the other adversary, 
you are certain to give them two tricks in the 
suit and will probably lose your king. This rule 
becomes inoperative. 

First — When there is a strong reason against 
leading either of the other suits. 



36 BRIDGE THAT WINS. 

Second — When your partner by his discards 
has indicated strength in that particular suit. 

Third — When it is impossible to save game 
unless your partner has the ace of the suit in ques- 
tion, when you must assume that he has it and 
play accordingly. 

None of the three contingencies mentioned is 
apt to develop early in the deal, and, therefore, 
such a suit is to be avoided as long as possible. 

When the ace, queen of a plain suit are ex- 
posed and leader, holding the king guarded, 
knows that in all probability the dealer will make 
a finesse which must win, it is a favorite ruse of 
many players to lead through the tenace at 
once, in order to frighten dealer into going up 
with the ace, fearing that the lead is short. The 
play is more apt to be successful if the ace and 
queen are at the head of a long suit. 

When the king and two or three small cards 
of a suit are exposed, it is often profitable to 
underlead the ace, and by having the queen win 
third hand, secure two tricks in the suit. This 
play should never be made if dealer has named 
the trump and there are more than seven cards 
of the suit in the hands of leader and dummy. 

When a trump has been declared by dealer 
beware of suits in which the dummy is short. 
For instance : 

Dealer has declared hearts and leader won first 
trick with the king of diamonds, dummy having 
exposed the following cards : Hearts, ten, five, 
deuce ; spades, king, nine, six, five ; clubs, king, 
queen, seven, four; diamonds, six, three; leader 



BRIDGE THAT WINS. 37 



must shift to the spade suit before making the 
ace of diamonds, as otherwise he would put the 
dealer in a position to rufif dummy immediately. 

Beware of a suit in wdiich dummy is long. For 
instance : 

Dealer had declared hearts and leader's cards 
were as follows : Hearts, nine, seven, three ; 
spades, queen, ten, five, deuce ; diamonds, ace, 
king, jack, four; clubs, ace, nine. King of dia- 
monds was led and the following cards exposed 
by dummy : Hearts, ten, five ; spades, ace, nine, 
six ; diamonds, six, three, two ; clubs, king, 
queen, jack, seven, four. The deuce of spades 
should follow the king of diamonds, in order to 
force the ace of spades out of dummy before the 
club suit is established ; otherwise leader and 
pone might never take a trick in spades, although 
holding all the honors except the ace. 

The way in which whist players who have 
taken up bridge finesse ace, queen, is most ab- 
surd. In whist this finesse is taken so regularly 
that players learn to do so unconsciously, with- 
out stopping to consider the object, which is, of 
course, to finesse against a possible king at right. 
But at bridge we frequently observe the player 
at the left of dummy finessing ace, queen, when 
it can be seen that the king of the suit is not in the 
djLimmy. 

HONORS WITH PARTNER. 

At no-trump, when the declaration has been 
made by the dealer and dummy lays down a long 
suit headed by a couple of honors, if dealer at- 



38 BRIDGE THAT WINS. 

tempts to establish a suit numerically inferior to 
that upon the table it is evident that your part- 
ner must have the missing honors. 

One of the most disastrous plays in bridge, 
and one which is most stubbornly defended and 
used by a majority of bridge players, is the lead 
of ace from a suit of ace and three small cards 
against a declared trump. 

Perhaps the most remarkable thing connected 
with this play is the fact that it is recommended 
by most writers on the game, so that one must 
not rashly attack the play without being abso- 
lutely certain of one's position. The natural in- 
stinct of every beginner at the game is to take 
tricks as soon as possible, just as in the game of 
whist beginners lose their aces at once and at 
skat lead the jack of clubs at the first oppor- 
tunity. 

There are times, of course, when such a suit 
must be opened against a declared trump as the 
least of three evils, but such cases are extremely 
rare. Players lead an ace to get a ''look at the 
hand," but the ''look" is frequently of no value 
whatever and rarely compensates for surren- 
dering command of a suit. 

When the dummy hand has been exposed, 
leader and pone must adapt their leads to what- 
ever peculiar proposition may be presented. A 
few examples are given below: 

UNBLOCKING. 

A correct knowledge of the principle of un- 
blocking is essential to every player of bridge. It 



BRIDGE THAT WINS. 39 

is used entirely by the non-dealers, of course, and 
as its chief value is in no-trump deals, those deals 
will be considered first. 

When a suit is opened by one of the non-deal- 
ers, his partner, holding four or more of the suit 
and not attempting to win the trick, should play 
his third best card to the first round of the suit, 
and his second best card to the second, keeping 
his smallest card to avoid blocking the leader, 
should the latter have the greater number of cards 
in that particular suit. 

If it is discovered later that the original leader 
of the suit has fewer cards in it than his partner, 
the latter can easily block the suit later ; but in the 
meantime he has given his partner valuable in- 
formation and encouraged the continuance of the 
suit in question. 

For instance, no trump has been declared and 
leader opens with the king of a suit, of which 
pone holds ten, eight, seven and deuce ; the seven 
should be played on the first trick and the eight 
on the second, the deuce being retained for un- 
blocking. 

The leader, of course, could not be certain on 
the first round of the suit that dealer did not hold 
the deuce and false card. On the other hand, if 
the deuce were played by pone to the first trick, 
leader would know absolutely that pone did not 
hold more than three cards in the suit, so that the 
system has valuable negative as well as positive 
inferences. 

In some cases it is desirable not only to unblock 
but to echo, as well, in the suit, as in the cases 
illustrated below. 



40 BRIDGE I^HAT WINS. 

The king being led by leader, pone holding 
jack, ten, eight, seven and deuce, should play first 
the eight and then the seven. Should leader have 
four or more of the suit, it is likely the queen will 
drop on the second round, and if he is merely lead- 
ing a three-card suit in order to feel for his part- 
ner's best holding, it is probably better to have the 
suit continued and cleared at once. Should the 
leader prove to have a very long suit, pone is still 
in position to get out of the way, so long as the 
small card is retained. 

Supposing the first trick of the suit has been 
w^on by the leader, pone may often give his part- 
ner valuable information by discarding a smaller 
card of the suit than the one he originally played, 
thus enabling his partner to accurately place the 
remaining cards of the suit. 

UNBLOCKING WITH HONORS. 

Holding queen, jack and a small card of a suit 
which your partner opens with a king, the jack 
should be played on the first trick. If he continue 
wath the ace, the queen should unhesitatingly be 
played, as leader must have a very long suit and 
either hold the ten or be certain of catching it. 

With king and one small card and the ace led 
by your partner, play the king. With ace and 
one small card and king led by your partner, over- 
take with the ace and return the small card, unless 
there should be three to the jack in the dummy. 
Holding king and one small card and queen led 
by your partner, play the king at once. 



BRIDGE THAT WINS. 41 

Holding ace and one small card and the queen 
played by your partner, play the ace and return 
the small card unless the king is in the dummy at 
your right. Even if the king is not in the dummy 
and you have no good suit in your hand to de- 
velop, it is often wise to overtake your partner's 
queen and return small up to the king, in the 
hope that your partner may have a re-entry with 
which to make the remainder of the suit. 

Another feature of this subject w^hich is often 
of importance is that of unblocking for a possible 
tenace in your partner's hand. Thus, holding ten 
and one small and king led by your partner ; 
dummy puts down ace and one small and the ace 
is played on the king, your ten should be played 
to the trick so that in returning your suit, if 
dealer has the jack, your partner may be able 
to finesse against it and perhaps pick it up on the 
third round, if he holds the nine, whereas, if the 
ten were returned and dealer did not cover your 
partner's suit would be absolutely blocked. 

This rule also applies when you hold jack and 
one instead of ten and one, under the same cir- 
cumstances. 

It is only rarely that unblocking is of any value 
when there is a declared trump, and until a player 
has had a great deal of experience in the game 
he should not attempt it at all. 

Holding queen and one small of a suit in one 
hand and jack and two small in the other, dealer 
must always make a trick in the suit, provided he 
plays a small card second in hand every time. 
Reversing the queen and jack does not, of course, 
alter the proposition. 



42 BRIDGE THAT WINS. 

When one hand contains queen and one small 
card of a suit and the other ace, ten and one or 
king, ten and one, dealer should never play the 
queen second in hand, as by staying off he is sure 
to take two tricks in that suit. 

The same is true of jack and one or from any 
combination of jack and one in one hand and ace, 
ten and one, or king, ten and one in the other. 
Reversing the jack and ten does not alter the 
proposition. 

LEADING UP TO DUMMY. 

"^Holding A-Q-10 and J-X-X exposed; lead 
the queen. 

Holding A-J-9 or K-J-9 and 10-X-X exposed; 
lead jack. 

Holding A-J-10 and K-Q-X exposed; lead 10. 

When practicable, in leading up to a weak 
suit, lead a card higher than any which is ex- 
posed. 

Example: Holding K- 10-9-4; exposed, 8-3-2; 
lead the nine. 

In leading up to an ace and one or two small 
cards, try to lead a card which will force the ace 
if not covered by dealer. 

IMPORTANCE OF MANNER. 

Manner is of great importance in such a game 
as bridge. While no condemnation is too strong 
for dishonest mannerisms intended to deceive 
your opponents as to your holding, it is important 
not to go to the other extreme and betray your 
holding by a manner too transparent. 

* X means any small card in the suit. 



bridge: ^hao^ wins. 43 

Supposing the dealer has led a jack from the 
dummy, the second hand player, if he has no honor 
in the suit, is using dishonest methods when he 
studies for a time before playing ; this does not 
make it necessary, however, for second hand in 
the same position, except that he holds the king 
or queen, to betray the fact by an unusual delay 
in getting his small card down. 

Such situations should be anticipated. A player 
having a guarded honor, with a superior honor 
exposed at his left, should decide before the suit 
is broached at all w^hat is to be done in case a 
supporting card is led through, so that the play 
may be made w^th reasonable promptness when 
the time comes. Players at the left of dummy 
holding guarded honors with a supporting card 
of the suit exposed on their right should likewise 
map out their plays in that suit. 

Learn to play smoothly and easily, without 
any expression and as nearly as possible with the 
same length of time for each play. 

MANNERISMS. 

There has never been a game in which man- 
nerisms were so obnoxious as in bridge. In some 
clubs a player in passing the make, naming the 
trump, or doubling, must use exactly the phrasing 
prescribed by the club. The only recourse, how- 
ever, against a player with too instructive man- 
nerisms is to refuse to play with him. For in- 
stance, some players will pass the make with an 
air of ineffable weariness, which, of course, in- 



44 BRIDGE I^HAT wins. 

forms his partner that his entire hand is weak ; 
other hands he will pass in a doubtful manner, 
indicating that he has nearly a no-trump or red 
declaration. 

Such things are abominable, but of such 
frequent occurrence that each coterie of players 
should take measures to defend themselves 
against the offenders. The original leader in 
many hands is in honor bound to make up his 
mind before the declaration whether he will 
double spades, this being a question which he has 
to decide so frequently. When the leader, after 
a long study, asks pone if he may play, pone has 
no moral right to double, even if his hand would 
warrant it without the information given by his 
partner's manner. It is not enough that a player 
does not intend to give such information by his 
manner; it is his duty, first, to know whether he 
has any objectionable mannerisms, and in the 
second place, to school himself carefully until 
they are effaced. 

THREE-HANDED BRIDGE ENJOYABLE. 

The English game of three-handed bridge is 
far more enjoyable and in every way superior 
to the one commonly used in this country. The 
method of playing is as follows : 

The three players cut, the one cutting lowest 
wanning the dummy for that hand, the next low- 
est sitting at his left. After the deal is finished 
the player at the right of the dealer moves one 
seat to the right, sitting opposite the original 



BRIDGE THAOf WINS. 



dealer, and the player at the left of the original 
dealer has the dummy the second deal. 

This is continued throughout the rubber, the 
player at the right of the dealer moving one seat 
to the right at the end of each deal. The scores 
of each player are kept separately and the scor- 
ing is the same as in four-handed bridge, with 
this imiportant exception : 

When the dealer loses one or more odd tricks 
in the hand the value of the tricks lost is scored 
by each of the other two, but scored as honors 
and not in counting towards game. Each player 
must win his games entirely on his own deals 
when playing with the dummy. • 

When the dealer does not wish to declare 
trumps from his own hand he may pass the make 
to the dummy, in which case the declaration is 
determined by arbitrary rules, as follows : 

If dummy's hand contains three or four aces 
the declaration is no trump, otherwise the long- 
est suit must be declared trump. Should there 
be two suits of equal length, that one counting 
the highest in pips must be chosen (an ace 
counts eleven, king, queen, or jack ten each) ; if 
there are two suits of equal length and strength 
the most valuable must be declared. 

When the make is passed by the dealer the 
player at the right of the dealer looks at the cards 
in the dummy and announces the trump in accord- 
ance with the foregoing rule ; the player naming 
the trump, however, is debarred from doubling in 
that deal. 

Fifty points are added to the score for each 



46 BRIDGE THAT WINS. 

game won, with an additional fifty points for the 
rubber game. Either of the adversaries may 
double the make, as in four-handed bridge, but 
the dealer may only redouble from his own hand. 
Two-handed bridge is not worth a descrip- 
tion ; it is, if possible, worse than two-handed 
poker. 



ILLUSTRATIVE DEALS 

Bridge is more easily learned by means of 
illustrative deals than in any other manner. The 
student of the game should lay out the cards, as 
shown in the diagram at the top of each page, 
and first play the deal through in his own fash- 
ion. Afterward he should play it as it is played 
in the book, and lastly turn to the comments. 

By this means the principles underlying the 
plays wall become fixed in his mind. This 
methods of learning has as much advantage over 
cramming the mind with endless rules as travel- 
ing in a country has over studying a map. 

The terms leader, dummy, pone and dealer 
are used as more thoroughly identifying the dif- 
ferent positions at the table than any other. 

The card winning each trick is underlined. 

The deals are not intended merely to illustrate 
brilliant play. The correct method of play in 
most of the situations w^hich occur in the average 
game are fully shown. 



47 



48 



BRIDGE 1[^HAa^ wins, 





DEAL NO. 1 






DISCARDING 






± 


Q lO 3 






¥ 


A 9 7 






( 


4k 


A 9 7 5 
A 5 4 






4^ K 7 

^ K Q lO 8 6 

^976 


UJ 

z 
o 
a. 


DEALER 

r 
PI 
> 
o 
m 

30 
DUMMY 




4k 8 6 4 
1|P 4. 2 
4k8 6 2 
'^ K Q J lO 3 


Score, love all. 


4^ A J 9 5 2 
^ J 5 3 
4k K J lO 

^82 

Dealer declared no trump. 





TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


♦ k 


♦ 2 

♦ s 

V3 

94 




♦ a 


♦,o 


V2 
♦ 3 

♦ q 

2* 
8* 
6* 


Va 


3* 

¥'o 


,04 

A* 
9* 
7* 


^^ 


A4 

J* 



Dealer won the odd trick only. 



BRIDGB XHAT wins. 



49 



DEAL NO. 2 

NOT TAKING THE LAST ROUND OF 

AN ESTABLISHED SUIT. 

7 5 

K 8 5 
4l K Q 5 4 
^ Q 8 4 2 



$ 



4|^ J 9 4 3 




DEALER 


A Q lo 2 


fP A J 6 




r 
z > 


▼ Q lO 9 2 


4k lO 7 2 




O D 
CL n 

3 


A 9 8 


^ A lO 6 




DUMMY 


♦ 9 7 5 3 






▲ A K 8 6 






fP 7 4 3 




Score, love all. 


Dealer j 


4l A J 6 3 

^ K J 

)assed and dun: 


imy declared no trump 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


V2 
8* 

♦s 

♦ 7 

¥q 


¥4. 

A* 


¥a 

2* 

7* 
10* 

▼ 6 

♦a 

♦10 


¥5 

¥k 


4* 


•J 4k 

3* 

♦ k 

¥7 


♦2 

¥8 

♦:♦ 

♦s 
♦q 


♦9 

Q4k 


a4 



Dealer scored 24 by cards. 



50 



BRIDGE THAT WINS. 





DEAL NO. 3 




REFUSAL TO RUFF. 




^ A J 10 5 3 






^ K J 10 5 2 






*3 








4 Q 10 






^9872 




DEALER 




♦ •< 


^984 




r 
z > 




^073 


4l K 6 5 4 




D 




4k A Q J 10 3 


474 




DUMMY 




^ K J 9 3 




i 


(jk064. 






VA6 






♦ 9 7 2 






4 A 8 6 5 2 




Score 8-12. Dealer 


decla 


red hearts. 


' 





TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 


A* 


2* 

¥A 


5* 
2* 


3* 

5L5 


J* 
V3 

10* 

¥7 

3* 
♦ 3 


^5 

34 

¥-• 

A^ 


♦ A 


^6 
♦ 2 


^4 





Dealer scored 24 by cards. 



BRIDGE THAT WINS. 



51 



DEAL NO. 4 
UNWISE DOUBLING. 

4j^ lO 7 6 4- 

^ K J 9 

♦ Q J 7 

^ A 9 4< 



^AQIOS 64-3 
4il 8 3 
^ Q lO 8 



DEALER 



DUMMY 



^752 

4k A K 10 9 5 

^ K J 7 6 



4|^AKQJ953 

M None 

^532 

No trump declared by Dummy and doubled to ^68. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


K* 


2* 
♦ 2 


3* 
¥A 


7* 

¥9 


¥7 

A* 


8* 
¥3 

¥^ 

♦ lO 

¥6 
¥8 

¥'o 
¥q 


¥2 
¥5 


J^k 


¥•< 


104 
^4 

¥-> 




^4 





Dealer secured four by cards at 768 points each. 



52 



BRIDGE THAT WINS. 



DEAL NO. 5 
WHEN DEALER SHOULD QUIT A 

SUIT. 
4 A J 2 
Q lO 
ASS 
^ K J lO 7 3 



I 



4^ 9 5 3 

XA 6 3 
J 7 6 4- 
▲ 852 



DEALER 



DUMMY 



4 10 4 

XK J 9 8 4 
K 9 5 2 
▲ U 6 



4j^ K Q 8 7 6 

X7 5 2 
Q lO 
▲ A 9 4 



Dealer declared no trumi 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


■^4 

y2 


^4 

y4 

2* 
ys 

y9 


^4 

ys 
ye 


•'^ 


yo 

a4 


•<♦ 


^4 
io4k 


♦ •^ 


A10 
A* 


9* 
yK 


MIO 
8* 


J* 





Dealer scored 36 by cards. 



BRIDGE THAT WINS. 



53 



DEAL NO. 


6 


A RUFFING GAME. 


y KQ 6 
♦ 5 3 




. 


^ A K J IC 


> 74 


4 A87 


DEALER 


4^ 9 5 4 3 2 


y A lO 9 7 4 2 
4il A4 


LEADER 
3NOd 


4k K 9 8 7 


^86 

i 


DUMMY 


^952 


(k K J lO 6 


y J 8 3 
4k J 10 6 2 




i 


^ Q 3 





Dealer declared diamonds. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 




^3 

¥« 

2* 

•<♦ 
J* 


«J^ 


¥« 
¥Q 

3* 

^10 




3* 


A* 


7* 


4.* 


9* 


^9 


*lZ 


#^ 


*J1 


*^ 





Dealer lost the odd trick and scored 54 by honors. 



54 



BRIDGE THAT WINS. 



DEAL NO. 7 
VALUE OF CLOSE COUNTING. 

4j^ 10 6 3 
if A Q 4- 
4fe K 10 9 7 4 
^109 



IjP K J 
4I1 A J 
^KU87654- 



DUMMY 



4^^7 4- 

^7532 

4^ Q 8 6 5 3 2 

^ None 



4j^ A Q J 8 5 
if 10 9 8 6 

g|| None 

^ A J 3 2 

Score, 0-18, rubber sranie. No trnnip declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 
2 
3 


5* 


¥6 
¥8 


A* 


4* 


24 


'o4 


4 


■^4 


Q4 


^4 


^4 


5 


•<♦ 


A4k 


♦^ 


3* 


6 


V2 


J* 


♦ 5 


¥4 


7 


V3 


84k" 


♦ 6 


♦ 9 


8 


¥5 


¥.0 - 


¥j 


¥q 


9 


¥v 


¥9 


¥k 


¥^ 


10 
11 
12 

la 


3* 

8* 


♦ 2 

♦ 3 

♦ j 

♦ a 


♦ 8 

♦q 


9* 


♦10 


7* 


Q* 



Dealer scored 48 by cards and 30 by honors. 



BRIDGE THAT WINS. 



55 



DEAL NO. 8 

PLANNING PLAY OF THE ENTIRE 

DEAL. 

4|k A J lO 8 43 
y J 7 3 
♦ k lO 

^94 


^ A Q 9 6 5 
4k Q 9 6 3 2 

♦ as 


DEALER 

r 
UJ m 
Z > 

o o 

Q. m 
DUMMY 


^9765 
^ 10 2 
i A J 8 5 
^ lO 7 2 


1^ K 8 4 
4i|74 



*K Q J 6 5 3 
e tni 



Score, 8-12. Dealer passed the make and dummy declared diamonds 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


¥2 
A* 


¥'* 
¥8 

¥K 


¥Q 

¥A 


¥3 

¥7 

A* 




¥J 


¥ = 


3* 
2* 

¥6 
¥9 


J4k 


^4 


♦ 3 

♦ ^ 


♦ 6 





I^eader and pone won the odd trick. 



56 



BRIDGK THAT WINS. 



DEAL NO. 9 
TEMPTING A LOSING DISCARD, 

^10 9 8 4 
^863 

^ Q J 6 2 



4^ A KQ 
^ K J 10 
4^ 8 2 
^ A K 9 4 3 



DUMMY 



4^ 76 
^7542 
JjL 7 6 5 3 
▲ 10 8 5 



4^ J 5 3 2 

^ A Q 9 

4^ A K Q J lO 

Score, love-all. No trump was declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


4,0 
3* 

^2 

¥^ 
¥5 


34 
-•♦ 
54k 

A* 


MIP 


¥2 

¥« 

¥« 
.o4k 


±^ 


*J^ 


A4k 


•<♦ 


Q4 

3* 

¥ii 


K* 




lO* 


9A 


¥Q 





lycader and pone secured the odd trick. 



BRIDGE THAT WIN3. 



57 







DEAL NO. 10 




DISADVANTAGE OF OPENING SUITS. 






4 AQ5 








y A lO 8 2 
♦ 8 5 3 










^ A 10 5 






4^ K 8 4 




DEALER 




^ J 7 2 


^Q6 






u m 
z > 




M K 9 7 5 3 


♦ K J 4 






O D 
Q. m 

7i 




4t AQ 7 


^ K 8 7 6 


2 




DUMMY 




4J3 


( 


4 lO 9 6 2 


i 






4k lO 9 6 2 








i 


^ Q 9 4 







Dealer declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


¥5 

5^ 


9* 




*^ 


3* 
^2 

♦ A 


^6 




8* 
^10 


5* 

yio 


ys 

^9 

■^4 


ys 


lO* 


104 


^4 



Dealer secured 36 by cards and game. 



58 



BRIDGE THA'T WINS. 



DEAL NO. 11 

REFUSING TO WIN THE FIRST ROUND 

OF YOUR OWN SUIT. 

4^ A 8 3 2 

4t K Q 6 4 
^ A Q 2 



4^ K J 10 
^ Q J 9 
4k A 8 5 2 
^ J 9 5 



DEALER 



DUMMY 



4k 9 65 

^ A K 8 4 2 

4k lO 9 3 



4 Q74 
^ 10 6 3 

^ K lO 8 6 3 



^74 
Dealer declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


V3 


¥2 

¥•< 


¥9 


¥-^ 


¥Q 
¥J 

A* 


♦ 3 

¥'o 

♦ 3 

J* 
♦ •< 

^♦• 

q4 


¥5 

6* 


¥A 


¥3 


¥^ 


3* 

^4 


104k 





Dealer scored 48 by cards and 30 by honors. 



BRIDGE THAT WINS. 



59 



DEAL NO. 12 
KEEPING A SMALL TRUMP TO RE- 
ENTER PARTNER. 

4|^ J 9 5 4- 
y K J 9 6 4- 
4l K 8 6 



4^ A Q 

1^ A Q lO 3 

4k 7 3 

^ A 7 6 4 2 



DUMMY 



4^ K 6 3 2 
If 8 7 
4t Q 5 4 
^ J lO 9 3 



4^ lO 8 7 

ff 5 2 

4I1 A J lO 9 2 

♦ K Q 8 

Score, 24-26, rubber game. Dealer declared hearts. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


♦ 10 

♦ 3 




♦ a 




V3 
3* 

A* 
Q4 


9* 


K* 


8* 


A* 


♦ 2 

♦ 6 

♦ v 
Va 




10* 
J* 


V^ 





Dealer scored the odd trick, game and rubber. 



60 



BRIDGE THAT WINS. 



DEAL NO. 13 

GIVING AWAY A TRICK TO SAVE 

GAME. 

AJ83 

¥5 
4bAKQ9862 

4 K76 



A952 
^ K J 9 8 2 
i J lO 
^ K J 2 



DEALER 



DUMMY 



fP lO 7 3 
4fc 7 5 4. 3 
♦ Q 6 5 



4|^ A Q lO 4< 
^ A Q e ^ 

Jt^ None 

^ A lO 8 4 3 

Score, 8-24, rubber game. Dummy declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER. 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥io 

¥3 

•<♦ 

3* 
¥7 

♦ q 

7* 


¥q 
¥a 


¥k 


¥5 
♦ 7 

Q* 

A* 




q4 




♦ 3 

¥4 

¥6 


¥j 


¥^ 


¥^ 




♦ 'O 


J* 


1 



Dealer scored 12 by cards and 40 by honors. 



BRIDGE THAT WINS, 



61 



DEAL NO. 14. 
PLACING THE LEAD. 

V A K Q 
4k lO 8 5 4* 
^ J lO 9 4- 2 



▲ K 9 8 5 
fP lO 7 5 
♦ K 7 
^ Q 6 5 3 



DEALER 



DUMMY 



^ J lO 7 6 4 
fjP 9 6 2 
4l Q 6 2 
^ K 7 



^ J 8 4 3 
4tl A J 93 

^ A 8 

Score, love all, rubber game. Dummy declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥2 

2* 

♦ k 

^4 


¥3 

3* 

♦ a 




^4 

8* 


♦ 3 
¥7 

7* 

♦ q 


A* 


10* 

Va 


¥8 


♦ 2 


¥j 


♦ 8 


^4 



Dealer scored 48 by cards. 



62 



BRIDGE a^HAa^ wins. 



DEAL NO. 15 
LEADING AN ACE AGAINST A DE- 
CLARED TRUMP. 

4^ 9 74. 

^ A K lO 9 3 

^ A 8 6 4. 



4|^ K 10 8 6 
^86 
^954. 
^ K Q J 3 



DEALER 



4 A2 

^ J72 

4^ K J lO 8 7 

^752 

First deal of rubber game. Dealer declared hearts 



4^ O J 5 3 
^ Q 5 4 

4^ A 6 3 2 
^ lO 9 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


A* 


7* 

a4 


4* 
«4 

9* 

¥6 

¥8 

^4 
'°4 

♦ 3 

♦ -• 

♦ q 


^4 
^4 
^4 
¥'o 

¥3 


34 
3* 

¥q 

¥5 

q4 


'4b 


¥2 

24 

¥-7 
¥j 


¥a 


¥9 

♦ 4. 

♦ a 


.0* 


8* 

♦ 2 


¥k 



Dealer scored 32 by cards, game and rubber. 



BRIDGE THAl^ WINS. 



63 



DEAL NO. 16 
PLAYING TO WIN GAME, 

4 A 9 3 

^ A 6 4< 
4il K lO 2 

^ A K Q lO 



4^ K 8 7 5 
^ J lO 9 8 5 
d^ J 5 3 



DUMMY 



4 Q4.2 

4fc A Q 8 7 
^97653 



4^ J lO 6 

^ Q 7 3 2 

^964. 

^84-2 
Score, 0-12, rubber game. Dealer declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥>< 

A* 


^2 
♦ 8 


3* 

¥8 

84 


J^ 


«^ 


3^ 


jtL»< 


ye 

A* 


^7 


^9 


8* 





Dealer scored 36 by cards, game and rubber. 



64 



bridge: that wins. 



DEAL NO. 17. 
BLOCKING AN ADVERSARIES' SUIT, 

^ A J 9 8 2 

i K843 
^J 6 



♦ 75 

^A J 9 7 3 2 
4t J 9 2 

^K 4* 



DEALER 



DUMMY 



4^ K 6 3 

4k Q lO 6 
<^ Q 9 8 7 3 



4^ Q 10 4 
' ^K Q ^ 
4k A 7 5 

^A lO 5 2 

Score 0-8. No trump declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥■0 




^ 


¥« 

3* 

-** 


¥A 


34 


V2 

V3 

9* 

J* 


Q4 

A* 


6* 

♦ 3 

Q* 

♦ 3 


.04 


^4k 
7* 




j^ 





Dealer scored 36 by cards. 



BRIDGit 'THA'T WINS. 



65 



% 



DEAL NO. 18. 
CREATING A RE-ENTRY, 

4|^ K Q J 9 4 
ff J lO 4. 2 
4k 9 8 3 



8 7 6 3 
K 9 5 

4ll J 2 

^ J lO 4< 



DEALER 



DUMMY 



t 



lO 5 
A Q 8 

^ A Q 9 6 5 2 



% 



A 

7 6 3 
4fc A K Q lO 7 6 

^K 7 3 

Score, 0-24, rubber game. No trump declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


♦ a 


♦ 3 

♦ 7 


♦lO 


♦ 8 

¥2 

¥4 
3* 
8* 

9* 


2* 

J* 

¥5 
¥9 

¥k 


^* 

¥8 

¥q 
¥a 


A* 

a4 


6* 

7* 

Q* 

¥3 
¥6 
¥7 


¥j 

¥0 


^ 



Dealer scored 36 by cards. 



66 



BRIDGE I'HAl^ WINS. 



DEAL NO. 19. 
PLAYING TO THE SCORE. 

4^ Q lO 6 
^ A J 10 6 
♦ 0743 
^85 



4|^ K J 7 4< 3 

♦ J 8 2 
^ K J 6 



DEALER 



DUMMY 



4^ AS 
^ K Q 9 3 2 
4i 10 9 6 5 
^ 10 2 



4^ 95 2 

4^ A K 

^ A Q 9 7 4 3 

Score, 20-14. Dealer passed and duramv declared diamonds. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥•< 

¥q 

¥2 

34 


¥^ 

¥3 

♦ a 


¥7 


¥A 


¥6 

¥•' 

io4k 

♦ 3 
3* 

7* 


¥5 

4:£ 


x4 


¥^ 

¥3 


3* 
J* 


♦ ^ 


♦ ^ 


:t± 


A* 


K* 





Dealer scored the odd trick only. 



BRIDGK THAT WINS. 



67 



4j^ J 9 7 5 4- 
f^ J 7 6 2 
41l 6 2 
^92 



DEAL NO. 20. 
PASSING THE MAKE. 

4k 83 

^ Q 3 

4k Q 9 5 4 

^ A K lO 8 6 



^ A lO 9 4 
4k A J 8 
^ Q 7 4 3 



4^ A K Q 10 
^ K 8 5 
4t K lO 7 3 

^ J 5 

Score, love all. Dealer passed and dummy declared no trump 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥^ 

3* 
♦ 3 
A* 


¥5 


¥j 

2* 
♦ 2 

¥6 
¥2 

^4 

^4 
¥7 


¥q 

♦ a 


3* 

¥•< 


9* 

¥3 
♦ 3 


¥9 

¥'o 
¥a 


K* 


7* 


«♦ 


¥3 

.o4k 


♦ ^ 

♦ q 


♦ x 





Pealer scQi^d 60 by c^rUs, 



68 



BRIDGE THAT WINS. 



DEAL NO. 21. 
CROSS-RUFF BY DEALER 

4|^ Q 9 8 7 2 
^ Q 10 6 2 

Jm None 

^ A 10 6 5 



4^ A J 3 

4k A K lO 8 3 
▲ 943 



DEALER 



4^ K 10 6 5 4 

4l 9 7 4 
^ K Q J 8 



▲ None 

<^ A K J 9 8 4. 

4k Q J 6 5 2 

^72 

Score, love-all. Hearts declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 
10 
11 - 
12 
13 


*Ji 


*1 


8* 

'^ 
3* 

A* 
A* 

ys 


♦ ^ 
^ 


104 


2^ 

¥2 


2* 


^4 


5* 


6* 









Dealer scored 40 by cards. 



BRIDGE THAO^ WINS. 



69 



DEAL NO. 22. 
REFUSING TO WIN A TRICK. 

J lO 9 7 4- 

K J 7 2 
4k 10 9 2 
♦ 5 



t 



▲ K 8 2 

▼ Q lO 6 
4b A 7 5 4. 
♦ Q 6 3 



DEALER 



DUMMY 



4^ 6 3 

fj^ 9 5 3 

4ll63 

^ A J lO 8 4- 2 



$ 



A Q 5 
A 8 4- 
4t K Q J 8 

^ K 9 7 

Score, love-all. No trump declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


♦ 2 

¥9 

3* 


♦ 9 

♦ 7 

Va 


♦ q 

¥10 

A* 


2* 


V2 


♦ k 


¥7 


.04 
j4 


♦ 3 

24fc 


f^ 


fT 


#^ 


34k 

«♦ 







Dealer scored the odd trick only. 



70 



BRIDGE THAT WINS. 



DEAL NO. 23. 
CLEARING AN ADVERSARIES' SUIT. 

4|^ A J 10 5 
^ A Q 6 5 
4i A K4. 
^ J 6 



4^ KQ7 

^ K 10 7 4 

^ K 8 2 



DEALER 



DUMMY 



A963 

4il5 3 

^ A Q 10 7 5 3 



A8^2 
^ J 9 3 
4l Q 10 8 7 6 
^94 



Score, 0-20, rubber game. Dummy declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


7* 

¥3 

¥9 
¥j 


3* 
♦ 3 

¥2 
♦10 

♦ a 


'4 


A* 




9* 


2* 

♦ 2 

¥4 

¥7 

¥10 
¥k 


♦ 6 
¥5 
¥6 

'«♦ 

¥q 
¥a 


♦q 


♦ 5 


¥8 

^4 


a4 


•'^ 



Dealer scored 48 by cards, game and rubber. 
On the next page the deal is given as it should have been played. 



BRIDGE THAT WINS, 



71 



DEAL NO. 24. 
BLOCKING AN ADVERSARIES' SUIT. 

4^ A J lO 5 
f^ A Q 6 5 
♦ A K4. 
^ J 6 



4^ K Q7 
f^ K lO 7 4. 
4i J 9 2 
^ K 8 2 



DEALER 



4^ 842 
^ J 9 3 
4l Q lO 8 7 6 
^9 4. 



4^963 
f^ 8 2 
4^53 

^ A Q lO 7 5 3 

Score, 0-20, rubber game. Dealer declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


7* 

3* 

^4 

¥3 
¥9 

¥j 


3* 

♦ 3 

♦ 'O 

¥2 
¥3 

♦ a 


♦ 2 


A* 


♦ •' 


•<* 

¥o 
,o4k 


9* 


2* 

¥* 
»<♦ 

♦ 3 

¥7 
¥k 


A* 

^4 


¥a 

¥5 

¥e 


¥'o 



Dealer scored 24 by cards. 



72 



BRIDGE THAT WINS. 



DEAL NO. 25. 
TAKING AN EXTREME CHANCE FOR 

GAME. 

8 6 

A 
4k K Q 8 5 4 3 
^9752 



% 



^ None 

▼ Q J 6 

4b J lO 9 7 6 2 

^8643 



DEALER 



DUMMY 



4^ Q 9 5 4- 2 
f^ 10 8 5 3 2 

JL None 
# Q J lO 



4^ A K J 10 7 3 
^ K 9 7 4 

^ A K 



Score, 0-28, rubber game. Spades declared by dummy and doubled 

to 32. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


A* 


^"* 


2* 

¥-• 

♦ 3 

¥q 

7* 
¥6 
9* 

♦ s 

J4k 


3* 

¥a 


¥2 

V3 
♦ 10 

♦ j 


♦ 2 

♦ 9 


♦ a 


¥^ 


¥k 

^4 


¥5 


^4 

34 


¥10 
^4 


,04 
a4 







Dealer scored the odd trick, game and rubber. 



bridge: that wins. 



73 



DEAL NO. 26. 
WHEN TO CHANGE TACTICS. 

^ A KQ 
4^ A K lO 7 2 
^ K 5 


^ J lO 7 5 3 
AA 8 6 4 2 
4ll Q 4. 3 




DEALER 

r 
u m 
z > 
O D 

a w 

3 
DUMMY 


4|| A92 
^ J lO 9 7 3 

^ A Q 


1 


|k K6 

V 



▲ J9876432 

Score, 8-14. Dealer declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 






^4 
104- 

¥« 
34 


¥J5 


2* 

¥Q 

¥A 


a4 


^4 

^3 

^9 

8* 

J* 

M10 


¥3 
3* 


A* 


X* 


'O* 



I^eader aud pone g^gured the odd trick, 



74 



BRIDGE THAT WINS. 



DEAL NO. 27. 
SACRIFICING A TRICK TO MAKE GAME. 

A K 6 3 

A 3 
4l Q J 3 
^ Q J 9 3 



$ 



4|^ 10 9 8 5 

Jf^ 9 e 2 

^ A K 8 5 2 



DEALER 



DUMMY 



$ 



Q J 4 
K 8 4- 2 

4^ A 8 7 4. 

^ lO 7 



$ 



7 2 

Q J lO 9 7 6 
4ll K lO 5 

Score, 8-14. Dealer declared no trump. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 


V2 


¥6 


¥5 


¥a 


2 
3 
4 
5 


¥k 


¥7 


2* 


¥¥ 

♦ s 

a4 


2* 


^4 


io4k 


6 


^* 


K* 


6* 


Q* 


7 


¥8 


¥q 


9* 


«♦ 


8 


7* 


¥T 


«♦ 


3* 


9 


8* 


WTo 


♦ 2 


J* 


10 
11 
12 


q4 


5* 


♦ a 


♦9 


♦ 5 


♦ q 


13 


A* 


lO* 


♦ s 


TI 





Peeler §QQred 48 by car4§, 



BRIDGE l^HAO^ WINS. 



75 



DEAL NO. 28. 
DOUBLING TO THE SCORE. 
4^ J -7 5 

^ A Q 9 7 
4k K J lO 7 5 



4k A 96 
^ 10 8 5 3 
4k A 9 8 4 
^ A 6 



DEALER 



DUMMY 



4^ K lO 8 4- 3 2 
¥2 

^ Q 7 5 3 2 



y K J 6 4 
4^ 6 3 2 

^ K J lO 8 4. 

Score, 24-0. Diamonds declared by dummy, doubled by leader. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

1.3 


^4 

♦ 3 
¥2 

♦ 2 


2* 

3* 


a4 
♦ a 


^4 
10* 

♦ 9 

7* 

¥9 

¥q 


A* 


¥3 

¥5 

¥8 
9* 

¥to 


♦10 






♦ 7 

♦q 

24 


^K 


¥-> 



Leader and pone scored 36 by cards. 



16 



BRIDGK 'THA'T WINS. 



DEAL NO. 29. 
AVOIDING A TRUMP LEAD, 

^A72 
4^5 3 
^ A Q 5 4 2 



4 K 10 9 
^K J 9 6 

♦ K9 7 
^J 9 8 



DEALER 



DUMMY 



44.3 

^K 10 6 3 



4|^ A Q 8 6 2 
^10 8 5 
4^ A 10 8 2 

Score, 24-16. Dealer declared diamonds. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

10 

11 

12 

13 


4* 

¥3 

¥^ 
¥q 

Q* 

♦3 

♦0 


2* 

¥5 
¥8 

¥0 

A* 


K* 


3* 

¥a 


¥j 


¥7 
♦2 


¥k 


¥6 
7* 

♦3 


3* 

34 


^4 


^4 
♦q 


¥« 
♦9 


♦6 


♦a 





Dealer secured the odd trick and game. 



BRIDGE I'HAl' WINS. 



77 



DEAL NO. 30. 
PLACING THE LEAD. 

4|^ A K 4- 2 

^J lO 5 
4k S 6 

^Q lO 8 5 



4^ J 9 7 5 

^K 7 
4t Q4. 2 

^A K 4< 3 



DUMMY 



4J^ 10 6 3 
yO 9 6 2 

d|l K 9 5 
^J 7 6 



4 Q8 

^A 8 4-3 
4^ A J lO 7 3 

^9 2 

Score, 20-16. Clubs declared by dummy. 



TRICK 


LEADER 


DUMMY 


PONE 


DEALER 


1 

2 

3 

4 

5 

6 

7 

8 

9 

lO 

11 

12 

13 


¥2 

¥q 

¥6 
¥9 


¥3 

♦2 
¥a 


¥k 


¥5 
♦3 

¥•> 

a4 


♦•< 


♦a 


¥7 

♦ 3 

74 


Q4 

3* 


J* 


3* 

¥■0 


A* 


¥4 
¥8 
7* 


^4 



Dealer scored 12 by cards and game. 



COMMENTS ON THE PLAY 

DEAL NO. r 

Nothing of especial interest occurred in the 
first seven tricks. Leader correctly continued 
his diamond suit at trick three, although hav- 
ing no card of re-entry. Dealer was certain to 
make the ace of diamonds eventually and would 
be apt to take his finesses on the other side. The 
good play in the deal consisted in the manner 
in which leader cherished his three worthless 
clubs for the purpose of inducing dealer to place 
an honor with him, and the manner in which 
pone perceived and seconded his efforts. 

By the first discard of a diamond at trick 
nine, leader clearly informed pone that the ace 
of clubs was with dealer. With this informa- 
tion pone could easily perceive that after being 
certain of the odd trick, dealer would attempt to 
make game, and that he must finesse the club on 
one side or the other, in order to do so. Know- 
ing this, pone deliberately unguarded his queen 
of clubs on the theory that there was a better 
chance of his winning the second round of the 
suit than any other. 

The false card of leader at trick twelve helped 
to bring about the result. This is not at all 
extraordinary play, but it is clever, and illus- 
trates a situation which occurs frequently and 
is nearly always misplayed, 

79 



80 BRIDGE THAT WINS, 

DEAL NO. 2 

Dealer should have waited for the third round 
of hearts before playing the king. There was 
absolutely no opportunity to lose by so doing. 
After making this play, however, it was still 
possible to win the game against the best play 
of the opponents. 

A BAD ERROR 

The diamond suit should have been started 
before the clvibs, or at any rate after two rounds 
of clubs. In this particular case the third round 
of clubs did no harm, as leader discarded a dia- 
mond. 

At trick six, however, the error was com- 
mitted which* has lost more rubbers at bridge 
than any other, except poor declarations. With 
no re-entry in his own hand, dealer failed to see 
the importance of clearing the diamond suit be- 
fore leading the last club from the dummy, and 
consequently put himself in a position w^here 
the opponents by correct play were sure of five 
tricks. 

Leader, however, made an error at trick six of 
a peculiar nature, in discarding one of his three 
remaining diamonds, w^hich certainly appeared 
worthless. 

COUNT THE DISCARDS. 

The moment pone discarded a diamond he 
announced a defense in the spade suit, and 
leader, therefore, could have unguarded the 
queen of spades with impunity. By the discard 



bridge: that wins. 81 



of a diamond dealer was given an unusual op- 
portunity at trick eleven, which he failed to im- 
prove, because he had not carefully counted the 
discards. 

DEAL NO. 3 

While it is evident that dealer could take 
eleven tricks by successfully placing all the 
cards in advance, it is not the purpose of this 
illustration to arrive at results in such a man- 
ner, and, therefore, the same finesses are lost 
by dealer as in the actual play of the deal. 

In this case the game is won by dealer be- 
cause leader is compelled to shift from the club 
suit, w^hich is exactly equivalent to giving dealer 
an additional card of re-entry. Had leader con- 
tinued the club suit, allowing dummy to ruff, 
the result would have been the same, although 
dealer's proposition might have been a little 
harder. 

In the actual play dealer ruffed the third round 
of clubs and leader and pone scored 16 by cards. 

DEAL NO. 4 

Dealer passed the make, and dummy declared 
no trump. Pone doubled, as he should have 
done, it being extremely probable that he could 
bring in the entire heart suit with no trump 
declared at his right. Dealer redoubled, also 
correctly, having a good supporting hand, and 
the hearts doubly stopped. Pone promptly quit, 
but leader boosted the value of each odd trick 
to 96. Dealer again redoubled, and leader in 



^2 BRIDGE O^HAT WINS. 

turn sent the figure to 384; though the dealer 
was considerably puzzled by this time, after 
mature deliberation, he raised to 768, his rea- 
soning being as follows : 

The only danger to which he was exposed 
was a long established spade suit in the hands 
of either of the opponents. As dummy, how- 
ever, could have nothing in hearts, he could not 
have declared no trump with no honor in spades, 
dealer holding the cards that he did in diamonds 
and clubs, and the player with the dummy hand 
was an experienced bridge player. 

Leader was bright enough to know that dealer 
must have the heart suit stopped, and therefore 
showed his club suit before starting the hearts. 

After the third trick, of course, it made no 
difference what cards were played by the deal- 
er's adversaries ; but leader played properly in 
shifting to the diamond suit, as the only chance 
remaining for the odd trick was to find the ace 
of diamonds with pone. 

The leader's logic was greatly at fault, al- 
though he was able afterward to defend his ac- 
tions by many excellent rules culled from com- 
petent authors. The trouble in such a case arises 
from the fact that general rules cannot be made 
to cover completely the multitude of combina- 
tions which arise in so complicated a game. 

DEAL NO. 5 

All are agreed that at no-trump the dealer 
should play for the longest suit held by either 
dealer or dummy. Of equal importance, al- 



BRIDGE THAT WINS. 83 

though not equally well known, is the following: 

When there are two suits of equal length and 
not established, held between dealer and dummy, 
if the first trick in either of them be won by 
the dealer, he should abandon that suit and go 
to the other, the latter having become the longer. 

It will be noticed that the holding in diamonds 
and hearts was precisely equal between dealer 
and dummy. It was better to try for the heart 
suit first, as the opponents w^ere more likely to 
hold up the ace on the first round, dummy's hand 
being weak in re-entry cards. 

Having w^on a trick at hearts, however, the 
diamond suit immediately became more impor- 
tant, and by shifting to diamonds the dealer was 
certain of securing game, two tricks in each 
black suit, one at hearts, and four at diamonds. 

It is apparent that, after bringing in the 
diamond suit, the dealer could have made one 
more trick by clearing the hearts before taking 
the king of clubs out of dummy's hand. It 
would have been bad play on the dealer's part, 
however, as the ace of hearts naight have been 
found with leader, which would have cost the 
game. 

DEAL NO. 6 

The application of the rule of eleven would 
absolutely prove the five of hearts a singleton if 
the character of the cards remaining did not. 
The dealer was helpless, of course, until the 
last six tricks, the play of the adversaries being 
correct in every respect. The dealer was also 



84 BRIDGE THAT V/INS. 

correct in declaring diamonds, on account of 
the honor score, although he would have scored 
game at no trump. 

DEAL NO. 7 

The score was — 18, rubber game, and the 
dealer passed the make to dummy. The latter 
properly declared no trump, as his hand, though 
w^eak in certain tricks, was strong in' possibil- 
ities. 

The deal was prettily played all around. It 
must be remembered that the leader, in discard- 
ing his hearts, had apparently no reason to sus- 
pect that they could ever be of the slightest 
value, and that it was late in the deal before he 
was aware that pone had no mqre clubs to lead 
to him. 

The play of the last four tricks was worthy 
of the highest praise. 

Leader, at trick No. 10, refused to win the 
nine of clubs, as he would have been compelled 
to return the club into what must be a major 
tenace at his right, giving the dealer every other 
trick. 

The dealer then made a pretty play by pass- 
ing the ten of diamonds at trick No. 11, after 
leader had refused the suit, intending to give 
the trick to pone and compel the latter to lead to 
the major tenace held by dummy. This scheme 
was frustrated by the brilliant play of pone, who 
refused to win the trick, blanking his king and 
queen of diamonds, although knowing that by 
so doin^: he could never make either of them. 



BRIDGE Th:aT wins. 85 

The dealer was finally compelled to give leader 
the last two tricks in clubs. 

Play of this order involves keeping careful 
track of the number of cards remaining in each 
suit and saves many a game. 

DEAL NO. 8 

At bridge it is not enough to make a play 
which is in itself desirable. It is necessary for 
players to know at times whether another plan 
should be first developed. In other words, it is 
of the utmost importance not merely to play for 
the next trick in sight, but, w^hen possible, to 
plan the entire play of the deal, defensive as well 
as offensive, as early as possible. 

The deal is given as it should have been 
played. 

In actual play the third round of hearts was 
taken at once and leader immediately led the ace 
of clubs in order to save the game, the result 
being that dealer secured two odd tricks. Know- 
ing that he could stop the trump suit pone in- 
sured not only the small trump in his own hand, 
but also the certainty that the club suit would 
be opened from his hand. 

DEAL NO. 9 

Pone doubled, and dummy redoubled, making 
each odd trick 48. 

In this case pone was assured of the odd trick 
if he could tempt a spade discard from dummy. 
i\fter passing the first heart, dealer could only 



86 BRIDGE O'HA'r WINS. 

win the odd trick by the discard of a club at 
trick three. 

Such plays as are made by pone in this in- 
stance must be conceived and executed quickly, 
in order that the opponents may not suspect the 
trick. 

DEAL NO. 10 

This was a curiously fortunate deal, as from 
a study of the hands it would hardly seem that 
dealer could secure the odd trick, much less 
game. While dealer played well, the play of the 
opponents was also correct, except in one in- 
stance. Leader should have led a small spade 
at trick 8, instead of the jack, as there was no 
use in leading a supporting card through noth- 
ing. While the dealer hardly expected to make 
a trick in the club suit, which he so persistently 
led, he could play that suit with greater safety 
than any other, as the opponents were certain to 
eventually make what clubs they had. 

Leader reasonably abandoned his heart suit 
after finding a major tenace at his right, as it 
hardly seemed possible that the dummy would 
be able to give leader a discard of the eight of 
hearts, and the dealer therefore must finally be 
forced to lead it. 

DEAL NO. 11 

Observe carefully the manner in which the 
dealer managed the heart suit. Had he allowed 
the dummy to win the first two rounds of hearts 
the usefulness of that suit would have been ended. 



BRIDGE THAT WINS. 87 

Observe also the manner in which the dealer 
refused to win the second round of diamonds in 
order that pone might have none of the suit re- 
maining in case he secured the lead later. 

DEAL NO. 12 

The dealer seemed to have an almost hopeless 
task before him when the dummy's hand was ex- 
posed. The discard of the six of clubs w^as made 
in order to tempt a club lead up to the dealer, 
should the original leader w4n the first round of 
trumps, as dealer naturally expected. 

Had dealer overruffed pone at trick 6 it would 
have cost him the game, and this although the 
discard was of no use to dealer. 

The most important play in the deal, however, 
was in the ruff at trick 9, with the six of hearts 
instead of the four. Had dealer ruffed with the 
four he would have been compelled to overruff 
dummy at trick 11 and lead into the major tenace 
held by pone. 

This situation occurs frequently at bridge and 
is of the first importance. Game would have been 
lost, likewise, had dealer carelessly led the five of 
hearts instead of the deuce from dummy at 
trick 3. 

DEAL NO. 13 

There can be no question that the supporting 
heart was a better opening than a club in this 
case. 

The next three tricks should be carefully 
studied. Dealer was compelled to lead away 



88 BRIDGE THAT WINS. 

from a double tenace suit in dummy's hand, his 
object evidently being to make a reentry of the 
jack of spades in his own hand. The only pur- 
pose that such a reentry could serve was to bring 
in a suit of clubs, of which there were none in the 
dummy. 

Leader not only allowed the queen of spades 
to hold the first trick, but deliberately kept off 
the ten of spades and allowed his king to be 
trapped, thereby saving the game. 

In making this play the leader could give his 
partner credit for the king of diamonds, as 
dummy would not play the spades as he did, hold- 
ing a sure reentry in diamonds. 

The value of negative inferences at bridge is 
immense, and their clever application furnishes 
one of the greatest charms of the game. Thus, 
in the deal just illustrated, the leader can locate 
the king of diamonds in pone's hand because 
dummy led the queen of spades to furnish a re- 
entry for his club suit. Although this statement 
sounds complicated it is really simple. 

DEAL NO. 14. 

When no trump has been declared by the 
dummy, the correct method of handling suits 
headed by the ace, queen in the dummy, and 
which are opened by the opponents, seems to be 
a puzzle to the average player. It generally hap- 
pens that the suit in question is not the one which 
the dealer has most reason to fear. On that 
account the ace is usually the correct play from 
the dummy on the first round, in order that the 



BRIDGE THAT WINS. 89 

dealer may get his own suits to working, if he 
has any. 

Observe the manner in which dealer continued 
to place the lead with pone, never allowing leader 
to come through the queen of spades. 

In the actual play the queen of spades w^as 
played to the first trick and dealer only scored 
the odd trick. 

DEAL NO. 15 

In this deal leader might have opened the ten 
of diamonds or a low spade without taking any 
unusual risk. It will be seen at a glance that 
dealer's opponents should have won five tricks 
by almost any kind of play, had the ace of clubs 
been retained. ' Leader properly, after discover- 
ing what he had done, played to take the only 
card of reentry out of the dummy as quickly as 
possible. 

The play of dealer was skillful throughout. 
His object was to secure ten tricks, and he held 
himself in position to do this in several different 
ways, according to the distribution of the cards. 

DEAL NO. 16 

The false card at trick one was, of course, im- 
perative. The adversaries always suspect false 
card play, but frequently cannot be certain and 
are afraid to abandon a suit. Trick 2 revealed an 
unusual situation in the heart suit and compelled 
the dealer to go to spades as a last resort. 

Leader at trick 3 was in an awkward predica- 
ment, as he feared the dealer might be under- 



90 BRIDGE THAT WINS. 



leading ace, king, and his play of the queen made 
the subsequent situation possible. At tricks 4, 
5 and 6 pone erred in not discarding at least one 
heart. 

The best play in the hand occurred at trick 10. 
Dealer had been forced to finesse the spade and 
could now count one club and three winning 
hearts at his right, three clubs and the winning 
diamond at his left. If the club at his right had 
been' the ace pone must, of course, have taken 
the remaining tricks. The lead of the king, 
however, would give dealer another trick, unless 
leader had all the honors, which was unlikely, 
and the play actually resulted in giving dealer the 
rubber under most unpromising conditions. 



DEAL NO. 17. 

The play of dealer at trick one, although not 
really necessary, should be carefully noted. By 
unblocking with the jack of diamonds for the 
tenace in the dummy, he was able to take two 
diamond tricks at any time. 

The real play in the deal occurred at trick 
two, when dealer refused to win the first round 
of hearts. By blocking that suit dealer could 
count upon at least four tricks in the spade 
suit, two tricks each in the diamond and club 
suits, and one heart trick — enough for game. 

Had dealer won the first trick in the heart 
suit, leader and pone would have secured the 
odd trick. 



bridge: 1^HAl^ WINS. 91 

DEAL NO. 18. 

Dealer could easily make eight tricks in this 
deal, but the other and most important trick 
could only be secured by risking a heart dis- 
card at trick two. If pone could not lead up to 
the very weak heart suit in the dummy, it was 
almost certain that leader would continue dia- 
monds. 

Dealer was obliged to sacrifice three winning 
clubs in order to make four winning spades. 

DEAL NO. 19. 

Pone saved the game at trick 5 by leading 
the king of spades. He realized that to pre- 
vent the dealer from going out two tricks in 
the spade suit must be secured before the 
leader again led the heart. 

Had a small spade been led at trick 5 the 
dealer would have played the queen or ten, and 
dealer would have been certain to win game on 
the deal. 

DEAL NO. 20. 

The make properly was passed by dealer, as 
diamonds should not be declared from such 
a holding, except when the score of dealer and 
dummy is 18 or, better. Dummy properly de- 
clared no trump from general strength. Al- 
though some risk is taken in making declara- 
tions of this kind, it is probable that in most 
cases they result in the dealer and his partner 
scoring game. 



92 BRIDGE THAT WINS. 

Dealer finessed the club at trick No. 2 for 
the reason that he preferred to throw the lead 
to pone and allow that player to lead up to the 
guarded king of hearts. After winning the 
finesse, however, it was useless to try to keep 
the lead from the original leader. 

The diamond finesse was unnecessary at 
trick No. 3, as it was certain dealer would be 
able to force some discards later, especially if 
leader and pone succeeded in killing the king 
of hearts, and he knew that leader and pone 
must guard both the queen of diamonds and 
the jack of spades. 

Leader played properly in trying to hold 
with the nine of hearts at trick No. 5. While 
it was unlikely that such a scheme would suc- 
ceed, there is always a possibility that it may, 
and there seemed to be nothing to lose. In 
any event, leader could see that dealer was 
sure to win the game if the king of hearts won, 
the ace of diamonds evidently being a false 
card. 

By holding his spades until the right mo- 
ment, dealer was able to force some discards 
at tricks 8, 9 and 10, and to gain an extra trick 
by prettily throv/ing the lead at trick 11. 

DEAL NO. 21. 

When this deal was originally played dealer 
took two rounds of trumps and failed to win the 
game. There is no reason whatever for play of 
this kind, and it might always be avoided if the 
dealer would be careful to count, in advance, the 



BRIDGE THAT WINS. 93 

number of tricks which he may certainly take 
with the two hands. Had the ace and king of 
ckibs fallen early in the deal, it w^ould have been 
easy for the dealer to abandon his nififing tactics, 
extract the adversaries' trumps and bring in the 
remaining clubs. 

DEAL NO. 22. 

Most beginners at bridge lose games by being 
in too great a hurry to wan tricks. After a little 
experience they learn, when no trump has been 
declared, to hold up aces in an adversary's suit 
until one of the adversaries is void of the suit in 
question. Later they learn, or some of them 
do, that it is not always necessary or advisable 
to win a trick with a king at the first oppor- 
tunity, when the ace of the suit can be marked 
at the right. 

It is harder yet, however, to convince players 
that it is not always wase to win tricks in their 
own suits at the first opportunity, but often 
proves better to leave a card of the suit in the 
hands of the partner in order to secure the 
greatest results, possible from that particular 
suit. 

Having no possible card of re-entry, leader 
could only bring in the diamond suit by allowing 
dummy to win the second trick, leaving another 
card of the suit with pone. This is a situation 
which occurs very frequently, and the correct 
play in such cases must be learned by every 
player who hopes to be successful at the game. 

Dealer showed his appreciation of the situation 



94 BRIDCB 0[^HAa^ WINS. 

by finessing only in his own hand. Had he 
attempted to estabhsh the spade suit leader and 
pone would have secured the odd trick. On the 
other hand, had leader won the second round of 
diamonds dealer would have easily secured 
game. 

DEAL NO. 23. 

There was no occasion for pone being in a 
hurry to make his king of diamonds at trick two. 
He was in no danger of losing it, and there was 
little fear of dealer winning the game, unless he 
could bring in the long diamond suit in the 
dummy. After the second trick there w^as little 
or no play to the deal, and dealer could take the 
heart finesse at trick ten without fear, since there 
was but one club remaining in leader's hand. 

DEAL NO. 24. 

Here the king of diamonds was held up by pone 
until the third trick, rendering the four diamonds 
in the dummy useless. The dealer made the best 
play possible by endeavoring to establish the nine 
of spades in the dummy for a re-entry, even at 
the risk of the leader's making the remaining 
clubs. 

The play of pone at trick eight should be care- 
fully noted. By refusing to win the second round 
of spades with the king, he deliberately lost that 
honor to the ace, but in so doing saved the game, 
as the king of spades would have been the last 
trick taken by his side, had it won. If the deal 



BRIDGE 1?HAa^ WINS. 9S 

were played in this manner, dealer could only have 
secured twenty-four by cards and the advantage 
of position would have remained with the other 
pair. 

Holding up commanding cards in bridge when 
no trump has been declared is the simplest form 
of strategy, but its correct use seems to be con- 
fined to a few. Waiting until the third round of 
the opponents' suit, when your holding is ace and 
two small, is the most common form in which this 
play occurs, but not of necessity the most im- 
portant. 

Sometimes the holdup cannot win, as, for 
instance : No . trump declared by dealer, and a 
suit of queen and three small cards exposed in 
dummy's hand ; dealer leads the king of the suit, 
and ace and one are held by the second hand 
player. To hold up in this case is to insure the 
dealer making two tricks in the suit, as the ace 
will have to fall on a small card next round and 
there is no possibility of the holdup gaining. 

There are many opportunities to hold up the 
king of a suit, even when the ace has not been 
played. 

DEAL NO. 25. 

Dummy declared spades, and leader doubled, 
as he had a right to do, notwithstanding the score. 
Dummy redoubled as the only remaining chance 
for game. Leader should have quit on account 
of the score, although it was nearly impossible 
that he could lose. 



96 BRIDGE l^HAT WINS* 

While this deal is an extreme case, leader was a 
player of several years' experience. His one 
object was to shorten up his own trump suit in 
order that dummy might be compelled to lead 
trumps eventually into his major tenace. Dealer 
played skillfully and leader badly, and the former 
won the rubber against overwhelming odds. 

Leader should have led trumps at the outset, 
having no plain suit to fear. 

DEAL NO. 26. 

By winning the first trick with the heart king, 
dealer hoped to make pone believe that leader had 
led away from ace, queen, jack. 

Leader saved the game at trick three by de- 
stroying the usefulness of the king of spades be- 
fore the diamond suit was established. 

Dealer, however, obsessed with the idea of 
making the long suit of diamonds, erred in not 
going up with the king of spades, and so lost the 
odd trick. 

When leader switched to the spade suit, dealer 
should have recognized at once that the diamond 
suit was hopeless, and that he must change his 
tactics accordingly. 

The king of spades should have been played at 
trick three, as the only hope of making two tricks 
in that suit. Then dealer should have led the nine 
of clubs from the dummy and passed it. 

This would have insured dealer at least two 
odd tricks and possibly three. Had leader not 
shifted to the spade suit at trick three, dealer 
would have secured four odd tricks on the deal. 



BRIDGE THAT WINS. 97 

Dealer defended his play at trick three on the 
ground that pone might possibly play the ace of 
spades and return the heart suit. This could not 
possibly happen, as pone, holding the ace of 
spades and either the ten or jack, would certainly 
finesse. 

Leader could not hold both the ten and jack 
without the ace, or he would have certainly led 
the jack. 

DEAL NO. 21.4 

Dealer made the game certain by taking the 
first heart trick with the ace, although he could 
have held it with the six. This situation occurs 
very frequently. 

Leader allowed the second heart to win in or- 
der to get a second discard from pone. 

Observe the manner in which dealer handled 
the club suit. He was quite correct in discarding 
clubs from his own hand, as he could still protect 
that suit in the dummy. 

Pone made a frightful play in discarding his 
last club, and keeping a number of diamonds 
which he could not possibly make. 

DEAL NO. 28. 

Dealer had won the first game and leader and 
pone had not scored in the rubber. The double 
by leader was very risky, but the diamond make 
was apt to be weak, on account of the score, and 
the possible gain by doubling greatly overbal- 
anced the possible loss. 



98 BRIDGK TB.AT WINS. 

DEAL NO. 29. 

This is an every-day sort of deal, which is 
usually bungled. Had dealer led trumps at any 
time he must certainly have lost the odd trick. 

To secure the odd trick dealer was obliged to 
make one trick each in clubs and hearts, and either 
two spades and three trumps, or one spade and 
four trumps, according to the location of the 
spade king. 

By passing the first club dealer put himself in 
position to rufif that suit at his pleasure. Pone 
was obliged to shift the suit, fearing dealer held 
queen or jack. 

Observe the lead of the jack of hearts, giving 
pone a tenace over dummy, in case dealer held 
queen and leader ace . 

Pone played correctly in overtrumping at trick 
ten, but should have led a trump afterward . 

DEAL NO. 30. 

By passing the first heart dealer was almost 
certain to make two tricks in that suit. 

Pone was afraid to wait with his diamonds, as 
dealer might be able to discard one of the two 
in the dummy on a spade. 

At trick four leader should have allowed the 
jack of hearts to hold the trick. His excuse was 
that he did not want the trump led through by 
dealer, fearing the latter had the queen. In such 
a case, however, dealer would never have led 
trumps from the dummy hand. 

At trick five dealer played cleverly in over- 



BRIDGE THAT WINS. 99 



taking the queen of spades. The best chance 
for game was to finesse twice in the trump suit, 
.and to do this dummy must twice place the lead 
with dealer by means of the spade suit. It was 
imperative to prevent the original leader from 
again securing the lead, as he would immediately 
ruff pone with a heart. 

At trick seven the ten of diamonds was the 
correct play, although it did not affect the result. 
Dummy had plenty of trumps, pone might have 
five diamonds, and dealer must have the best dia- 
mond after trumps were extracted. 



LofC. 



LAWS OF BRIDGE 

THE RUBBER. 

1. The rubber is the best of three games. If 
the first, two games be won by the same partners, 
the third game is not played. 

SCORING. 

2. A game consists of thirty points obtained 
by tricks alone, exclusive of any points counted 
for honors, chicane or slam. 

3. Every deal is played out, and any points 
in excess of thirty points necessary for the game 
are counted. 

4. Each trick above six counts two points 
when spades are trumps, four points when clubs 
are trumps, six points when diamonds are 
trumps, eight points when hearts are trumps, and 
twelve points when there are no trumps. 

5. Honors are ace, king, queen, knave and ten 
of the trump suit; or the aces when no trump is 
declared. 

6. Honors are credited to the original holder 
and are valued as show^n in table on page 102. 

7. Ha player and his partner make thirteen 
tricks, independently of any tricks gained by the 
revoke penalty, they score slam and add forty 
points to the honor count. 

101 



102 BRIDGE THAT WINS. 



When a Trump is Declared 

3 honors held between partners equal value of 2 tricks. 

4 " 

5 " 

4 " " in 1 hand " "8 " 

( 5th in ) 

4 " " '* 1 "^ partner's V" " 9 

( hand j 

5 " " "1 " " " 10 " 



When No Trump is Declared 

3 aces held between partners count 80 

4 " " in one hand " 100 



8. Little slam is twelve tricks similarly made, 
and adds twenty points to the honor count 

9. Chicane (one hand void of trumps) is equal 
in value to simple honors, z. e., if partner of player 
having chicane score honors he adds the value of 
three honors to his score, while, if the adversaries 
score honors, it deducts an equal value from 
theirs."^ 

10. The value of honors, slam, little slam or 
chicane, is in nowise affected by doubling or re- 
doubling. 

11. At the conclusion of a rubber the scores 
for tricks and honors (including chicane and 
slam) obtained by each side are added, and one 
hundred points are added to the score of the win- 
ners of the rubber. The difference between the 
completed scores is the number of points won or 
lost by the winners of the rubber. 



♦Double Chicane (both hands void of trumps) Is 
equal in value to four honors, and the value thereof must 
be deducted from the total honor score of the ad- 
versaries. 



BRIDGE THAT WINS. 103 

12. If an erroneous score affecting honors, 
chicane or slam be proved, such mistake may be 
corrected at any time before the score of the rub- 
ber has been made up and agreed upon. 

13. If an erroneous score affecting tricks be 
proved, such mistake must be corrected prior to 
the conclusion of the game in which it has oc- 
curred, and such game shall not be considered as 
concluded until the following deal has been com- 
pleted and the trump declared, unless it be that 
the game is the last one of the rubber — then the 
score is subject to inquiry until an agreement 
between the sides (as to the value of the rubber) 
shall have been reached. 

CUTTING. 

14. The ace is the low^est card. 

15. In all cases every player must cut from 
the same pack. 

16. Should a player expose more than one 
card, he must cut again. 

FORMING TABLES. 

17. If there are more than four candidates, 
the players are selected by cutting, those first in 
the room having the preference. The four who 
cut the lowest cards play first. 

18. After the table is formed, the players cut 
to decide on partners ; the two lowest playing 
against the two highest. The lowest is the dealer, 
who has choice of cards and seats, and who, 
having once made his selection, must abide by it. 



104 BRIDGE THAl^ WINS. 

19. Should the two players who cut lowest 
secure cards of equal value they shall re-cut to 
determine which of the two shall deal, and the 
lower on the re-cut deals. 

20. Should three players cut cards of equal 
value, they cut again ; if the fourth card be the 
highest, the two lowest of the new cut are part- 
ners and the lower of the two the dealer; if, 
however, the fourth card be the lowest, the two 
highest on the re-cut are partners and the original 
lowest the dealer. 

21. Six players constitute a full table, and no 
player shall have a right to cut into a game which 
is complete. 

22. When there are more than six candidates, 
the right to succeed any player who may retire 
is acquired by announcing the desire to do so, and 
such announcement shall constitute a prior right 
to the first vacancy. 

CUTTING OUT. 

23. If at the end of a rubber admission be 
claimed by one or two candidates, the player or 
players having played a greater number of con- 
secutive rubbers shall withdraw ; but when all 
have played the same number, they must cut to 
decide upon the outgoers ; the highest are out. 

RIGHTS OF ENTRY. 

24. A candidate desiring to enter a table must 
declare such wish before any player at the table 
cuts a card, either for the purpose of commencing 
a fresh rubber or of cutting out. 



BRIDGE THAT WINS. 105 

25. In the formation of new tables, those can- 
didates who have neither belonged to nor played 
at any other table have the prior right of entry. 
Those who have already played decide their right 
of admission by cutting. 

26.. A player who cuts into one table while 
belonging to another, shall forfeit his prior right 
of re-entry into the latter, unless by doing so he 
enables three candidates to form a fresh table. 
In this event he may signify his intention of re- 
turning to his original table, and his place at the 
new one can be filled. 

27. Should any player quit the table during 
the progress of a rubber, he may, with the consent 
of the other three players, appoint a substitute 
during his absence ; but such appointment shall 
become void with the conclusion of the rubber, 
and shall not in any way affect the substitute's 
rights. 

28. If anyone break up a table, the remaining 
players have a prior right to play at other tables. 

SHUFFLING. 

29. The pack must neither be shuffled below 
the table nor so the face of any card be seen. 

30. The dealer's partner must collect the cards 
for the ensuing deal, and he has the first right, to 
shuffle the cards. Each player has the right to 
shuffle subsequently. The dealer has the right to 
shuffle last, but should a card or cards be seen 
during his shuffling, or whilst giving the pack to 
be cut, he must re-shuffle. 



106 BRIDGE THAT WINS. 

31. Each player, after shuffling, must place 
the cards properly collected and face downward 
to the left of the player next to deal. 

THE DEAL. 

32. Each player deals in his turn; the order 
of dealing goes to the left. 

33. The player on the dealer's right cuts the 
pack, and in dividing it, must not leave fewer 
than four cards in either packet ; if in cutting or 
in replacing one of the two packets a card be 
exposed, or if there be any confusion of the cards, 
or a doubt as to the exact place in which the pack 
was divided, there must be a fresh cut. 

34. When the player whose duty it is to cut, 
has once separated the pack, he can neither re- 
shuffle nor re-cut the cards. 

35. Should the dealer shuffle the cards, after 
the pack is cut, the pack must be cut again. 

36. The fifty-two cards shall be dealt face 
downward. The deal is not completed until the 
last card has been dealt face downward. 

37. There is No Misdeal, 

A NEW DEAL. 

38. There must be a new deal — 

a If the cards be not dealt into four packets, one 
at a time, and in regular rotation, beginning 
at the dealer's left. 

b If, during a deal, or during the play of a 
hand, the pack b^ proved incorrect or im- 
perfect. 



BRIDGK THAT WINS, 107 

c If an}' card be faced in the pack. 

d If any player have dealt to him a greater 
number of cards than thirteen. 

e If the dealer deal two cards at once and then 
deal a third before correcting the error. 

/ If the dealer omit to have the pack cut and 
the adversaries call attention to the fact 
prior to the conclusion of the deal and be- 
fore looking at their cards. 

g Should the last card not come in its regular 
order to the dealer. 

39. There may be a new deal — 

a If the dealer or his partner expose a card. 
Either adversary may claim a new deal. 

h If either adversary expose a card. The dealer 
may claim a new deal. 

c If, before fifty-one cards are dealt, the dealer 
should look at any card. His adversaries 
have the right to see it, and either may 
exact a new deal. 

d If, in dealing, one of the last cards be exposed 
by the dealer or his partner, and the deal is 
completed before there is reasonable time 
for either adversary to decide as to a new 
deal. But in all other cases such penalties 
must be claimed prior to the conclusion of 
the deal. 

40. The claim for a new deal by reason of a 
card exposed during the deal may not be made by 
a player who has looked at any of his cards. If 
a new deal does not take place, the card exposed 
during the deal cannot be called. 

41. Should three players have their right num- 
ber of cards, the fourth have less than thirteen 
and not discover such deficiency until he has 
played any of his cards, the deal stands good: 
should he have played, he, not being dummy, is 



r 

108 BRIDGET THA1^ WINS. 

answerable for any revoke he may have made as 
if the missing card or cards had been in his hand. 
He may search the other pack for it or them. 

42. If, during the play of a hand, a pack be 
proven incorrect or imperfect, such proof ren- 
ders only the current 'deal void, and does not 
afifect any prior score. The dealer must deal 
again (Law 38b). 

43. Any one dealing out of turn or with the 
adversaries' cards must be corrected before the 
play of the first card, otherwise the deal stands 
good. 

44. A player can neither cut, shuffle nor deal 
for his partner without the permission of his 
opponents. 

DECLARING TRUMPS. 

45. The trump is declared. No card is 
turned. 

a The dealer may either make the trump or pass 
the declaration to his partner. 

b If the declaration be passed to partner, he 
must declare the trump. 

46. Should the dealer's partner make the 
trump without receiving permission from the 
dealer, either adversary may demand, 

1st. That the trump shall stand, or 
2d. That there shall be a new deal. 

provided, that no declaration as to doubling has 
been made. Should the dealer's partner pass the 
declaration to the dealer it shall be the- right of 
either adversary to claim a new deal or to compel 



BRIDGE THA'T WINS. 109 

the offending player to declare the trump ; pro- 
vided, that no declaration as to doubling- has 
been made. 

47. The adversaries of the dealer must not 
consult as to which of the penalties under the fore- 
going law shall be exacted. 

48. If either of the dealer's adversaries make 
a declaration, the dealer may, after looking at his 
hand, either claim a new deal or proceed as if no 
declaration had been made. 

49. A declaration once made cannot be 
altered. 

DOUBLING, RE-DOUBLING, ETC. 

50. The effect of doubling, re-doubling, and 
so on, is that the value of each trick above six is 
doubled, quadrupled, and so on. 

51. After the trump declaration has been 
made by the dealer or his partner, their adver- 
saries have the right to double. The eldest hand 
has the first right. If he does not wish to double, 
he may ask his partner, '' May I lead ? " His 
partner must answer, '' Yes " or '' I double." 

52. If either of their adversaries elect to 
double, the dealer and his partner have the right 
to re-double. The player who has declared the 
trump shall have the first right. He may say, 
" I re-double " or " Satisfied.'' Should he say 
the latter, his partner may re-double. 

53. If the dealer or his partner elect to re- 
double, their adversaries shall have the right to 
again double. The original doubler has the first 
right. 



no BRIDGE ^HAO^ WINS. 

54. If the right-hand adversary of the dealer 
double before his partner has asked '' May I 
lead ? " the maker of the trump shall have the 
right to say whether the double shall stand. 
If he decide that the double shall stand, the 
process of re-doubling may continue as described 
in paragraphs 52, 53, 55. 

55. Whenever the value of each trick above 
six exceeds one hundred points there shall be no 
further doubling in that hand, if any player 
objects. The first right to continue the re- 
doubling on behalf of a partnership belonging to 
that player who has last re-doubled. Should he, 
however, express himself satisfied, the right to 
continue the re-doubling passes to his partner. 
Should any player re-double out of turn, the ad- 
versary who last doubled shall decide whether 
or not such double. shall stand. If it is decided 
that the re-double shall stand, the process of re- 
doubling may continue as described in this and 
foregoing laws (52 and 53). If any double or 
re-double out of turn be not accepted there shall 
be no further doubling in that hand. Any con- 
sultation between partners as to doubling or re- 
doubling will entitle the maker of the trump or 
either adversary, without consultation, to a new 
deal. 

56. If the eldest hand lead before the doubling 
be completed, his partner may re-double only wuth 
the consent of the adversary who last doubled ; 
but such lead shall not affect the right of either 
adversary to double. 

57. When the question, '' May I lead ? '' has 
been answered in the affirmative, or when the 



BRIDGE THAT WINS. Ill 

player who has the last right to continue the 
doubling expresses himself satisfied the play 
shall begin. 

58. If the eldest hand lead without asking 
permission, his partner may only double if the 
maker of the trump consent. If the right-hand 
adversary of the dealer say, '' May I play ? " out 
of turn, the eldest hand does not thereby lose the 
right to double. 

59. If the right-hand adversary of the dealer 
lead out of turn, the maker of the trump may 
call a suit from the eldest hand, who -may only 
double if the maker of the trump consent. In 
this case no penalty can be exacted after the 
dummy hand or any part of it is on the table, 
since he (dummy) has accepted the situation. 

60. A declaration, as to doubling or re-dou- 
bling, once made cannot be altered. 

DUMMY. 

61. As soon as the eldest hand has led, the 
dealer's partner shall place his cards face upward 
on the table, and the duty of playing the cards 
from that hand shall devolve upon the dealer, 
unassisted by his partner. 

62. After exposing his cards, the dealer's 
partner has no part whatever in the game, except 
that he has the right to ask the dealer if he has 
none of the suit to which he may have renounced. 
Until the trump is declared and the dealer's part- 
ner's hand is exposed on the table, he has all the 
rights of a player and may call attention to any 



112 BRIDGE THAT WINS. 

irregularity of, or to demand equally with the 
dealer, any penalty from, the adversaries. 

63. If he should call attention to any other 
incident of the play, in consequence of which 
any penalty might be exacted, the fact of his so 
doing precludes the dealer exacting such pen- 
alty. He has the right, however, to correct an 
erroneous score, and he may, at any tim.e during 
the play, correct the claim of either adversary to 
a penalty to which the latter is not entitled. He 
may also call his partner's attention to the fact 
that the trick has not been completed. 

64. If the dealer's partner, by touching a 
card or otherwise, suggest the play of a card 
from dummy, either of the adversaries may, but 
vithout consultation, call en the dealer to play 
cr not to play the card suggested. 

65. Dumxmy is not liabiC to the penalty for a 
revoke ; and if he should revoke and the error be 
not discovered until the trick is turned and 
quitted, the trick stands good. 

66. When the dealer draws a card from his 
own hand, such card is not considered as played 
until actually quitted, but should he name or 
touch a card from the dum.my hand, such card is 
considered as played, unless the dealer in touch- 
ing the card or cards says, '' I arrange," or words 
to ihat effect. 

CARDS EXPOSED BEFORE PLAY. 

67. 1 1. after the deal has been completed, and 
before the trump declaration has been made, 
either the dealer or his partner expose a card 



BRIDGE THAT WINS. 113 

from his hand, either adversary may, without 
consulting with his partner, claim a new deal. 

68. If, after the deal has been completed, and 
before a card is led, any player shall expose a 
card, his partner shall forfeit any right to double 
or re-double which he otherwise would have been 
entitled to exercise ; and in case of a card being 
so exposed by the leader's partner, the dealer 
may either call the card or require the leader not 
to lead the suit of the exposed card. 

CARDS EXPOSED DURING PLAY, 

69. All cards exposea by the dealer's adver- 
saries are liable to be called, and such cards must 
be left face upward on the table. 

70. The following are exposed cards : 

1st. Two or more cards played at once. 

2d. Any card dropped with its face upwards, 
or in any way exposed on the table, even 
though snatched up so quickly that no one 
can name it. 

3d. Every card so held by a placer that any por- 
tion of its face may be seen by his partner. 

71. A card dropped on the floor or elsewhere 
below the table is not an exposed card. 

72. If two or more cards be played at once 
by either of the dealer's adversaries, the dealer 
shall have the right to call which one he pleases 
to the current trick, and the other card or cards 
shall remain face upward on the table and may 
be demanded at any time. 



114 BRIDGE THAT WINS. 

73. If, without waiting for his partner to 
play, either of the dealer's adversaries should 
play on the table the best card or lead one which 
is a winning card, as against the dealer and 
dummy, or should continue (without waiting for 
his partner to play) to lead several such cards, 
the dealer may demand that the partner of the 
player in fault, win, if he can, the first, or any 
other of these tricks, and the other cards thus 
improperly played are exposed cards. 

74. If either or both of the dealer's adver- 
saries throw his or their cards on the table face 
upward, such cards are exposed and are liable to 
be called ; but if either adversary retain his hand 
he cannot be forced to abandon it. Cards ex- 
posed by the dealer are not liable to be called. If 
the dealer should say, *'I have the rest,'' or any 
other words indicating that the remaining tricks 
are his, he may be required to place his cards 
face upward on the table. The adversaries of 
the dealer are not liable to have any of their 
cards called, should they expose them, believing 
the dealer's claim to be true, should it subse- 
quently prove false. 

75. If a player who has rendered himself 
liable to have the highest or lowest of a suit 
called (Laws 82, 91 and 100), fail to play as 
directed, or if, when called on to lead one suit, 
lead another, having in his hand one or more 
cards of the suit demanded (Law 76), or if called 
upon to win or lose a trick, fail to do so when he 
can (Laws 73, 82 and 100), he is liable to the 
penalty for revoke, unless such play be corrected 
before the trick is turned and quitted. 



BRIDGE THAT WINS. 115 

LEADS OUT OF TURN. 

76. If either of the dealer's adversaries lead 
out of turn, the dealer may either call the card 
erroneously led, or may call a suit when it is next 
the turn of either adversary to lead. 

77 . If the dealer lead out of turn, either from 
his own hand or from dummy, he incurs no 
penalty; but he may not rectify the error after 
the second hand has played. 

78. If any player lead out of turn and the 
other three follow him, the trick is complete and 
the error cannot be rectified ; but if only the sec- 
ond, or second and third play to the false lead, 
their cards may be taken back; there is no pen- 
alty against any one except the original offender, 
who, if he be one of the dealer's adversaries, may 
be penalized as provided in Law 76. 

79. In no case can a player be compelled to 
play a card which w^ould oblige him to revoke. 

80. The call of an exposed card may be re- 
peated at every trick until such card has been 
played. 

81. If a player called on to lead a suit have 
none of it, the penalty is paid. 

CARDS PLAYED IN ERROR. 

82. Should the fourth hand (not being dummy 
or dealer) play before the second has played to 
the trick, the latter may be called upon to play his 
highest or lowest card of the suit played, or to 
win or lose the trick. 



116 bridge: that wins. 

83. If any one, not being dummy, omit play- 
ing to a former trick and such error be not cor- 
rected until he has played to the next, the adver- 
saries may claim a new deal ; should they decide 
that the deal stands good, the surplus card at the 
end of the hand is considered to have been played 
to the imperfect trick, but does not constitute a 
revoke therein. 

84. If any one (except dummy) play two 
cards to the same trick and the mistake be not 
corrected, he is answerable for any consequent 
revokes he may have made. If during the play 
of the hand the error be detected, the tricks may 
be counted face downward, in order to ascertain 
whether there be among them a card too many ; 
should this be the case, the trick which contains 
a surplus card may be examined and the card 
restored to its original holder, who (not being 
dummy) shall be liable for any revoke he may 
meanwhile have made. 

THE REVOKE. 

85. Should a player (other than dummy) 
holding one or more cards of the suit led, play a 
card of a different suit, he revokes. The penalty 
for a revoke takes precedence of all other counts. 

86. Three tricks taken from the revoking 
player and added to those of the adversaries shall 
be the penalty for a revoke. 

87. The penalty is applicable only to the score 
of the game in which it occurs. 

88. Under no circumstances can the revoking 
side score game, slam or little slam, that hand. 



BRIDGE THAT WINS. 117 

Whatever their previous score may have been, 
the side revoking cannot attain a higher score 
toward game than twenty-eight. 

89. A revoke is estabhshed if the trick in 
which it occurs be turned and quitted, i. e., the 
hand removed from the trick after it has been 
gathered and placed face downward on the table ; 
or if either the revoking player or his partner, 
w^hether in his right turn or otherwise, lead or 
play to the following trick. 

90. A player may ask his partner if he has no 
card of the suit which he has renounced ; should 
the question be asked before the trick is turned 
and quitted, subsequent turning and quitting does 
not establish a revoke, and the error may be 
corrected unless the question be answered in the 
negative or unless the revoking player or his 
partner has led or played to the following trick. 

91. If a player correct his mistake in time to 
save a revoke, any player or players who have 
followed him miay withdraw their cards and sub- 
stitute others, and the cards so withdrawn are 
not exposed cards. If the player in fault be one 
of the dealer's adversaries, the card played in 
error is an exposed card, and the dealer can call 
it whenever he pleases ; or he may require the 
offender to play his highest or lowest card of the 
suit to the trick in which he has renounced ; but 
this penalt}^ cannot be exacted from the dealer. 

92. At the end of a hand the claimants of a 
revoke may search all the tricks. If the cards 
have been mixed the claim may be urged and 
proved if possible ; but no proof is necessary, and 
the revoke is established if, after it has been 



118 BRIDGE THAT WINS. 

claimed, the accused player or his partner mix 
the cards before they have been sufficiently ex- 
amined by the adversaries. 

93. A revoke must be claimed before the cards 
have been cut for the following deal. 

94. Should the players on both sides subject 
themselves to the revoke penalty neither can win 
the game by that hand. 

95. The revoke penalty may be claimed for as 
many revokes as occur during a hand ; but in no 
event can more than thirteen tricks be scored in 
any one hand. (See Law 7.) 

GENERAL RULES. 

96. There should not be any consultation be- 
tween partners as to the enforcement of penalties. 
If they do so consult, the penalty is paid. 

97. Once a trick is complete, turned and 
quitted it must not be looked at (except under 
Law^ 84), until the end of the hand. 

98. Any player during the play of a trick or 
after the four cards are played and before they 
are touched for the purpose of gathering them 
together, may demand that the cards be placed 
before their respective players. 

99. If either of the dealer's adversaries, prior 
to his partner's playing, should call attention to 
the trick, either by saying it is his, or, without 
being requested so to do, by naming his card or 
drawing it toward him, the dealer may require 
that opponent's partner to play his highest or 
lowest card of the suit led, or to win or lose the 
trick. 



BRIDGE THAT WINS. 119 

100. Should either of the dealer's adversaries, 
during the play of a hand, make any unauthorized 
reference to any incident of the play, or should he 
call his partner's attention to the fact that he is 
about to play or lead out of turn, the dealer may 
call a suit from the adversary whose turn it is next 
to lead. 

101. In all cases where a penalty has been 
incurred, the offender is bound to give reasonable 
time for the decision of his adversaries ; but if a 
wrong penalty be demanded none can be en- 
forced. 

102. Where the dealer or his partner has in- 
curred a penalty, one of his adversaries may say, 
'' Partner, will you exact the penalty or shall 
I ? " but whether this is said or not, if either 
adversary name the penalty, his decision is final. 

NEW CARDS. 

103. Unless a pack be imperfect, no player 
shall have the right to call for one new pack. If 
fresh cards are demanded, two packs must be 
furnished and paid for by the player who has 
demanded them. If they are furnished during 
a rubber, the adversaries shall have their chgice 
of the new cards. If it is the beginning of a new 
rubber, the dealer, whether he or one of his ad- 
versaries be the party calling for the new cards, 
shall have the choice. New cards must be called 
for before the pack be cut for a new deal. 

104. A card or cards torn or marked must be 
replaced by agreement or new cards furnished. 



120 BRIDGE THAT WINS. 

BYSTANDERS. 

105. While a bystander, by agreement among 
the players, may decide any question, yet he must 
on no account say anything unless appealed to; 
and if he make any remark which calls attention 
to an oversight affecting the score, or to the 
exaction of a penalty, he is liable to be called on 
by the players to pay the stakes on that rubber. 



ETIQUETTE OF BRIDGE. 

There is perhaps no game in which shght in- 
timations can convey so much information as at 
Bridge. There is no way of punishing the in- 
fractors of the following rules, save by refusing 
to play with them. A code is compiled for the 
purpose of succinctly stating laws and for the 
purpose of meting our proportionate punishment 
to the offenders. To offend against one of the 
rules of etiquette is far more serious than to 
offend against any law in the code ; for, while 
in the latter case the offender is sure of punish- 
ment, in the former the offended parties have no 
redress other than refusal to continue to play 
wdth the offender. 

Rule 1. Declarations should be made in a 
simple manner, thus : ''Hearts," "No trump," or 
W'hen passing the option, "Make it, partner." 

2. There should be no undue hesitancy in 
passing to partner, as such hesitation might in- 
fluence the make. 

3. As the score should always be left on the 
table, it is presumed that every player knows its 
state ; therefore, after the cards are dealt, the 
dealer in passing the declaration should not say 
anything to his partner concerning the state of 
the game. Nor should either of the dealer's 
adversaries say anything regarding the score. 

121 



122 BRIDGE THAT WINS. 

4. A player who has the right to double, if 
he intend passing the option to his partner, should 
not indicate any doubt or perplexity in regard 
to exercising such right. 

5. No player should give any indication by 
word or gesture as to the nature of his hand, or 
as to his pleasure or displeasure at a certain play. 

6. If a player demand that the cards be 
placed, he should do so for his own information 
and not in order to call his partner's attention 
to any card or play. 

7. No player, other than the dealer, should 
lead until the preceding trick is turned and 
quitted, nor after having led a winning card, 
should he draw another from his hand before 
his partner has played to the current trick. 

8. No player should play a card wdth such 
emphasis as to draw particular attention to it. 
Nor should he detach one card from his hand and 
subsequently play another. 

9. It is unfair to revoke purposely; having 
made a revoke, a player is not justified in mak- 
ing a second to conceal the first. 

10. Players should avoid discussion and re- 
frain from talking during the play, as it may be 
annoying to players at the table or perhaps to 
those at other tables in the room. 

11. A player having been cut out of one table 
should not seek admission into another table un- 
less willing to cut for the privilege of entry ; this, 
of course, does not apply to a person who has 
come from a table which has been broken up. 

12. The dealer's partner should not look over 
either adversarv's hand nor leave his seat for the 



BRIDGE THAT WINS. 123 

purpose of watching his partner's play. Neither 
should he call attention to the score nor to any 
card or cards that he or the other players hold. 



GENERAL SUGGESTIONS 

It is absolutely essential, after the rudimentary 
principles of the game have been acquired, to 
observe carefully the characteristics of the other 
players at the table. As dummy, your declaration 
must often be influenced, not only by the score, 
but by your partner's ability as a player, and his 
tendency toward conservatism or venturesome- 
ness. Be bold with a conservative partner and 
cautious w^th one who is venturesome. 

When your partner is a very poor player, try to 
lose as little as possible when it is his deal, and 
take extreme at no-trump or any declaration at 
which you may secure game on your own deal. 

A question on which the best players disagree, 
is whether with a ''bust," or a hand which prob- 
ably cannot win a trick, a player should declare 
spades out of hand, or pass the make. Your 
partner's hand in such a case will probably be 
above the average, but so also will be the hands 
of the opponents. 

When playing with a partner who follows the 
rules for declarations as given in this work, the 
make may be passed without hesitation, knowing 
you to be forward in declaring no-trump your 
partner wnll declare spades unless he has a real 
make. 

I have kept a record for many months of the 
results of such deals, in each case taking the 

125 



126 BRIDGE 'THAI' WINS. 

actual result and the score which would have 
resulted from an original spade declaration, and 
the figures are overwhelmingly in favor of pass- 
ing the make — more than five to one. You 
always have a good chance, when your own 
holding is so poor, of finding your partner with 
one tremendous suit, or with four honors in 
hearts or diamonds, and once in each fiity-eight 
times he will hold a hundred aces. 

When playing with partners who follow the 
old rules for red declaration, the dealer should 
declare spades when his hand is practically 
worthless. A weak heart or diamond declaration 
under such circumstances would be fatal. 

When playing a no-trump deal, it is nearly 
always good policy for dealer to make an estab- 
lished suit at once, if possible, and force the 
adversaries to discards before taking any finesse. 

In playing against a no-trump declaration, 
always return the suit which your partner has 
opened, unless you are very certain that your 
reasons for not doing so are impregnable. When 
your partner abandons your suit you should also 
abandon it, unless it is established, or your 
partner has finessed against an honor in dummy. 

When a spade declaration is not doubled, and 
neither side has scored twenty points in the 
game, it is the rule in most clubs to concede 
the odd trick to the dealer and not play the deal. 
The score for honors, of course, is made by the 
side holding them, precisely as though the deal 
had been played. 

This rule should be adopted by every club or 
coterie of players, as it conserves a vast amount 



BRIDGE THAT WINS. 127 

of time and energfv. Dealer or dummv cannot 
select spades as an offensive declaration with 
a score of less than twenty ; and the non-dealers, 
if not strong enough to double, could not hope 
to make enough on the deal to advance them 
materially in the game. 

The rule also gives rise to some pretty propo- 
sitions in doubling on the part of the non- 
dealers. 



INDEX 

Page. 

Avoiding a Trump Lead 76 

Block Declarations 12 

Blocking an Adversaries' Suit 64-71 

Clearing an Adversaries' Suit 70 

Comments on Play of Illustrative Deals 79 

Covering Supporting Cards Led. 35 

Creating a Re-entry 65 

Cross-ruff by Dealer 68 

Declaration 5 

Description of the Game 1 

Destroying Re-entry Cards IZ 

Diamond Declaration 10-67 

Disadvantage of Opening Suits 57 

Discarding 23-31-48 

Doubling 16-51-56-72 

Doubling to the Score 72-75 

Echo 32 

Establishing a Suit 58-69 

Etiquette of Bridge 121 

General Suggestions 125 

Heart Convention 33-56 

Heart Declaration 9 

129 



130 INDEX 

Illustrative Deals 47 

Keeping a Small Trump to Re-enter Partner 23 

Knowing the Score 24 

Laws of Bridge 101 

Leading an Ace Against a Declared Trump 38-62 

Leading from a King » 35 

Leading to Tenace 34-61 

Leading Up to Dummy 42 

Manner 42 

Mannerisms 43 

No-Trump Declaration 6 

Not Taking the Last Round of an Established 

Suit 49 

Original Leads at No-Trump 27-60 

Original Leads When There Is a Declared Trump. . 28 

Passing the Make 67 

Placing Honors with Partner 37 

Placing the Lead 61-77 

Planning Play of Entire Deal in Advance 55 

Play by Dealer 22 

Play by Non-Dealers *2^ 

Playing for Game 63 

Playing for Longest Suit at No-Trump 52 

Playing to the Score 66 

Probabilities 14 

Re-entry Cards 22-59-65 

Refusal to Ruff 50 

Refusing: to Win the First Round of Your Own Suit 58 



INDEX 131 

Refusing to Win a Trick 54-64-69 

Reverse *. . Z2 

Ruffing Game 53-55 

Rule of Eleven 30 

Sacrificing a Trick to Save Game 60 

Sacrificing a Trick to Win Game 74 

Taking an Extreme Chance for Game 72 

Tempting a Losing Discard 56 

The Stake 4 

Three-Handed Bridge 4^ 

Unblocking 38 

Unblocking to Tenace ,, 41 

Unblocking with Honors 40 

Value of Close Counting 54-63 

When to Abandon a Suit 52 

When to Change Tactics IZ 



l905 



